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Codex: Dvergars of the Iron Crown and Legacy Expension (Final Version)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in ca
Longtime Dakkanaut




Designer notes

Spoiler:
In this fifth instalment of my fan-made codexes, I would like to submit something entirely different: a brand new race for 40K as it would stand if it was created at the eve of the 8th edition, fully formed and rather complete. Since there is no dwarf like xenos in 40K since the tragic demise of the Squats (who were more like gnomes anyway), I decided to create something similar yet with a grim twist. These are not the noble, proud, if stubborn dwarves of most fantasy universe these are the Dvergar and they are to dwarves what rust is to iron. They are a slow and ponderous army of heavily armored and resilient troops. They are armed with rather short range, but powerful weapons. Yet, they are frequently vain, cowardly and traitorous. Thus, despite having powerful, if slow, warriors, they also have low leadership. To stand firm in face of strong opposition, they need the presence of various leaders and overseers that can stimulate their hatred and their pride through the application of a harsh and cruel discipline. Yet, this iron forged discipline is fragile. The death of those leaders and overseers has a cost that can be severe. To complement their incredibly heavily armored forces, they also have auxiliaries from other races: the lithe and fey-like Drucci and the brutal and troll-like Torok.

On the tabletop this army draws similarity in the Astra Millitarum for the “platoon” structure of their troop units and their dependency on support units, Necrons for their resilience to enemy brute strength and Orks for their low leadership. The key of success for the Dvergar should be to force the enemy to fight the masses of your heavily armored infantry and vehicle while protecting your support leaders. It also favors a very passive aggressive style of play where you force the enemy to engage, restrict his movements and draw him toward your forces to compensate for the slow nature of most Dvergar units. Dvergar units are organised in three fashion. Rings are small squads with fixed numbers of specialised or command troops. Circles are, usually, larger squads with a varying numbers of models and, finally, Battle Clans are a combination of specific Rings and Circles. I think that if such an army was to be created it would have a certain popularity and find its niche within the 40K lore because of their (imagined) esthetic, style of play (very reminiscent of several other armies, yet still recognisable) and the fact, like Tau, there is auxiliaries from other races allowing the army to have a certain variety in esthetic. I hope you will enjoy their rules as much as their story. With the new dwarf line of Age of Sigmar and the availability of several types of dwarves, elves and troll models, it’s possible to build an army of Dvergar relatively easily should one of you desired to do so.



Introduction

Spoiler:
Dvergars and their empire, The Iron Crown, have a long and mysterious history. Thought exterminated to the point of irrelevance on the galactic scale by Leman Russ and his Space Wolves during the Great Crusade, they made their return from long hidden and forgotten fortresses to reclaim a swath of system and restore their The Iron Crown to its former glory and even more. Once again humanity can feel the whips and the cold blades of those merciless task masters who burn of desire for vengeance. Dvergars and their subjugated races, the fay-like Druccis and the large and savage Toroks are terrible foes to face. They possess an almost sorcerous knowledge of metallurgy that makes them the absolute masters of adamantium. The armors of the ponderous Dvergars are unrivalled when it comes to protection allowing many of their warriors more protection than light vehicle. Their hosts are large and well organised, lead by cruel leaders who impose an iron discipline by relying on fear, force and calls to ancient oaths and allegiances. Those who fall to their armies are sent to work as slaves in their expanding empire or in one of their corsair fleet and colony. Dvergar greed is only matched by their obsession for order and they see this galaxy plunged in chaos and war in dire need of their domination. Their advance is meticulous and implacable, only interrupted by short burst of wild expansion as new resources are discovered. Only a determined foe can hope to vanquish them in the battlefield, but he must be prepared to see the Dvergar coming back for they are numerous and vengeful. They will continue their attack until they feel avenged or intestine conflict take over them. As the Time of Ending are drawing near, the Iron Crown faces its greatest challenge. The forces of Chaos are growing and prove to be both a tempting ally and a natural and abhorrent enemy. The Imperium is crumbling, but we will not go down without a fight and other newer races threaten some of their distant colony. Can they succeed where they have failed before?



The Dvergar

Spoiler:
These humanoid xenos stand a few inches smaller than the average human male, but are significantly broader and heavier. Even the weakest of the Dvergar boasts an impressive musculature and bones harder than steel. Their skin is of a greyish color, reminiscent of some forms of clay or stones. Some are slightly paler while others darker. It’s thick and as hard as tanned leather. Their eyes are large and bright, capable of piercing almost total darkness and see clearly at great distances. Their iris ranges from a golden yellow to a deep red passing by amber and bronze. They have no hair to speak off, but all of them possess a more or less lengthy beard. At a distance, it might look like some thick coarse hair of grey, bronze or black color, but it’s actually made of long, extremely fine and sinuous quills that can pierce softer skinned humans and deliver a non-lethal but very dolorous poison. There is very little gender dimorphism amongst Dvergar. Females are only recognisable by their smaller and thinner beards and small breasts. Dvergars are all extremely resistant. They can tolerate high amount of pain, recover fast and have bones that are at least as strong as steel beams. This makes them incredibly hard to kill, heavy and much stronger than normal humans, yet it also makes them significantly slower and disgraceful. Their voices are deep and their language Orrik, the language of nobles, and Ollam, the language of the little people and slaves , gives them a rough and rumbling tone. Jewelry and large, fearsome looking, piercing are common amongst individuals to mark their status and their allegiances to the various clans and circles of the Dvergar society. All these traits have earned them the disgust of humans who view them as monstrously ugly and gives them a certain savagery despite their discipline and craftsmanship. An heretical Magos described them as stone carved people both in appearence and attitude. This comparison would have certainly pleased the Dvergars. For this reason the Magos was executed. Dvergars can live for a few centuries, most Dvergar die of natural cause at around 350 to 400 years old. The eldest Dvergar ever recorded was Grand Oathkeeper Azun of Clan Boros, the Venerable who died at the age 528. They reach adulthood at around 30, but don’t suffer significantly from aging until their last two or three decades. Dvergar female’s pregnancy last a year and usually produce non-identical twins.



The Drucci

Spoiler:
These humanoid xenos are strongly reminiscent of fairies and dark elves of Terran mythology. They stand around 5 feet tall and have slender and agile limbs and bodies. Their skin is pitch black and seems to absorb light. It’s so dark and their facial traits are so delicate that their traits become difficult to see with the exception of their large almond shaped eyes. Their eyes are usually blue, but sometime grey or silver. Their hairs are long, strait, silky and extremely pale, pure white being the most common, but some display shades of light blue, silver or yellow. Their other most striking feature is their very long, thin and pointy hears that arch to the back of their heads. Their senses are extraordinarily sharp, can pierce the deepest darkness and hear the most discrete sound. Druccis have very little sexual dimorphism. Only the breast of the females and their slightly taller stature can help differentiate them from males. Druccis are extraordinarily fast and lithe. Their reflexes and speed makes them at par with Eldars and even more stealthy thanks to their shorter size and lighter frame. Yet it comes at the cost of fragility. They are significantly weaker than adult humans and much more fragile too. Druccis are almost perfect mirror of the Dvergars. Where one is stern and ponderous the other one is agile and artistic. Drucci speak their own language, Auri, but also speak Ollam since they were subjugated. Phosphorescent tattoos are common amongst Druccis for aesthetic reasons. Due to their resemblance to Eldars, many xenobiologist theorised that they are the offshoots of the depraved Eldars, yet this is pure fantasy. Drucci can live for around 2 centuries, yet Everstars seems to be capable of doubling that longevity. A Drucci mature extremely fast. They reach adulthood at the age 10. Drucci female pregnancy last only 4 months and usually ends up with a single child. Drucci never suffer from old age. When they reach 200 years old or so, they are still in their prime and look youthful. They simply fall in a form of coma and their skin start to secrete a form of silk that encapsulate them in a cocoon called a Suaven. They are technically still conscious for a few decades before turning silent. The cocoon then hardens and transform into a strange alloy called Sylthrin.



Torok

Spoiler:
These humanoid xenos are enormous and powerful. They are about has tall and broad as Ogryns and perhaps even stronger. They are massive brutes capable breaking a tank apart with even the simplest tools. Their ferocity rivals that of the ork and so does their smell. Their skin as as tough as stone and of similar color and texture. The most common color being a dark grey, but deep brown is also fairly widespread. Their traits are simple and gives them a savage and brutish look, that betrays their intelligence. Their noses are flat and look like simple slits, their eyes are small, but sharp, their forehead thick their jaw powerful, their ears internal and their teeth short but sharp and solid. Toroks arms and legs are thick and powerful and their hands end in short claws capable of carving stone. While the creature deep and slurry voices and thick skull give the impression they are idiotic like Ogryns, they actually are rather intelligent, if very unsophisticated. Much like Dvergars, Toroks have no hairs. They do grow small horns around their eyes, jaw-line and scalp as they grow older. A venerable Torok can end up with an impressive crown of horns. This is perceived in their society as a sign of command and wisdom. Because of this, Dvergars, their new masters, have taken the habit of cutting the horns of most Toroks, but their most trusted commanders as a sign of submission. Torok have no discernable signs of sexual dimorphism, but their females are substantially rarer than their males who treasure them greatly. Their most famous ability beside their prodigious strength is their capacity to heal almost instantly from even the most crippling injuries. It takes a tremendous amount of wound or one quick perfectly lethal blow to kill a Torok. Fire seems to be safest way to injure them, but, unlike what is mentioned in the Guard Primer, lasers energy dissipates too quickly to burn deep and wide enough to prevent regeneration. Torok rarely feel the need to wear clothes or any form of body modification, but jewelry and armors are common place and appreciated. By respect for their tradition, their leaders, the mighty Berserkers, prefer to wear lighter armors than their troops who are now extremely heavily armored by Dvergar Adamantium. Toroks can live around 400 years old, with females living up to 600. They reach adulthood at around 150, but many of them don’t pass through their very long juvenile phase. Unlike Dvergars or Druccis, Toroks are reptilians. Their female lay clutches of around 25 eggs that need very little care from them. They hatch after two years of incubation and produce a Torok child that is already mostly independent. Family units are almost inexistent amongst the Toroks and it’s a child duty to find a mentor or a keeper. Being one of such is a sign of prestige and authority amongst the Toroks. They suffer very little from aging and most of them die violently. They only start to suffer from degradation in the last few decades of their life.



Genesis of the Iron Crown


Spoiler:
The Iron Crown owes its name to the very first worlds that were colonised by the Dvergar when they first ventured outside of their now destroyed homeworld during the period humanity refers as the Dark Age of Technology. Those few planets, moon and massive asteroids were all surrounding their precious homeworld and were massively fortified by fear the Eldars, then masters of the galaxy, would send their army to purge them. Thus, they formed a protective crown around it, hence the name of the empire. The Iron Crown was ruled by a council of 13 kings, led by one High King, who themselves ruled over dozens of Grand Wardens who in turn ruled over dozen Wardens who were figure of power within their respective clans. The clan was the basis of the political and social organisation of the Dvergar society and its army. Each clan is responsible for the training of a portion of its adults for war and owes fealty to their Grand Wardens and kings. Those oaths were enforced and recorded by members who belonged to no “real” clan: The Oathkeepers. These individuals were blessed with a much greater lifespan and psychic powers. Their authority, backed by as much wisdom as power, was something to respect and fear utterly. Even kings were wise to bow to their advices. To keep control over their vassals, kings and Grand Wardens used Overseers and Task Masters to make sure their authority was enforced and their loyalty assured by more than simple promises. This system of order and clans has remained unchanged in almost 25 000 years and has assured the resilience of the Iron Crown and the success of its army. As the Eldar declined, the ambition of the Dvergar, avid for conquest and riches, grew. They started to look beyond the protective wall of the Iron Crown and dream of power. They would seek to conquer and enslave all those who opposed them. The fact that the Dvergars needed common enemies to unite themselves and riches to avoid the collapse of their system further fuelled their desire. The first few conquests were easy, but soon Dvergars met their first real resistance, the neighboring Toroks.

Toroks were much less advanced technologically. They were barely managing to develop space travel, but they their warrior-like nature and their immense physical advantages made them pugnacious enemies. For the first time since their expansion, the Dvergar suffered a serious defeat when two of their kings fell beneath the blades and canons of the Toroks. One of them was butchered with his kinsman in single combat by a Berserker named Rorak who became known as the single greatest war leader of his race. He even sacked successfully a Dvergar fortress of the Iron Crown after stealing a Warp capable ship from the Dvergars. This raid, while impressive, didn’t stop the advance and the determination of his enemy, on the contrary. More and more forces were committed to the fight and finally, numbers finally gave the advantage to the invaders. The two lunar colonies of the Toroks were the first to fall. Its population bowed before the Iron Crown and join it in the fight against their brethren for in Torok culture, the remnants of the army of the vanquished belong to his conqueror. Yet, as a whole, the Toroks were not ready to surrender. Rorak defeated and united 36 other berserkers and assembled their forces for one massive assault on the most strategically important base of the Dvergars on his planet. The attack was foreseen by the Oathkeepers who warned the four kings who were still fighting on the planet to unite instead of competing for riches and honors. A battle of epic proportion took place. It is said that hills were flattened and mountain were raised by the artillery and that a small river was transformed into a torrent by the blood of both armies. In the end, Rorak, already drenched in blood, was left alone standing and fighting against the enemy. He would not yield victory as long as he could fight. The legend says that he took a 1000 Dvergar Warriors down before crumbling to his injuries, the last one being inflicted by the very august Oathkeeper Azun who fell the beast with a mighty blow from his warhammer. The bones of Rorak were then collected and adorn in an armor as it was the tradition amongst the Toroks and worn by the victorious kings. With the heroic and noble death of Rorak, the remaining Toroks surrendered to the Dvergar and swore fealty to their kings and Grand Wardens. Seeing their might and their potential, Dvergar didn’t purged or enslaved them, but made of them their first vassals. Toroks Ironbreakers and Devastators led by their Berserker lords started to fight side by side with the Dvergar. Toroks quickly adopted several cultural traits of the Dvergar like heavy armor and a more orderly system of organisation while remaining savage warriors first and foremost.

Shortly after the death of Rorak the Unbowed, Dvergars and their new vassals made contact with another neighbor that proved to be a challenge. Deep beneath verdant worlds lived the Druccis, a race of fey-like xenos who would fight for their domain. Where the Toroks were large, savage and powerful, the Druccis were elusive and sophisticated. They avoided as much as possible to face head on the forces of the Iron Crown and used guerilla warfare at their advantage. Their base of operation and their main population center were all carefully hidden. While small and delicate, the Druccis proved to be skilled warriors and their leaders, the mysterious Everstars, clever strategists. Again, the Dvergar lost a king, this time to a group of assassins and an Oathkeeper to the powers of an Everstar. To track them down, Dvergar had to develop new weapons like the Wyrm Tank and the Wyvern Craft to catch up with them. These proved to be a decisive change in the war, finally the Druccis were besieged and they could not match the endurance and power of the Dvergars and their Toroks vassals. One by one their city fell, yet they didn’t abandon the fight. They withdrawn further and, thanks to recovered Eldar artefacts, even managed to breach in the Webway to keep an edge. The war came to an end when the Dvergar heard of the greatest secret of the Druccis: The Everstar Gems. These stones, beside being supernaturally beautiful, are the repository of the Drucci’s knowledge and history thanks to the mysterious soul imprinting process that sealed a reflection of every Drucci Everstar mind in it. Seizing and destroying those gems became the priority of the Dvergar and it’s only through the most atrocious torture that they manage to extract their location. The Iron Crown attack resulted in another great battle. Most of the Everstars died defending their sacred gems, but in the end they were seized. Menacing to destroy them the Dvergar won the submission of the Druccis. Once again, the Dvergar were wise enough to recognise that the Druccis would make excellent vassals. Two of the Everstar Gems were kept by the Dvergars and enshrined in the throne of their High King while the third and last one remained in the hands of their rightful owners. With those artefacts in their hands, the loyalty of the Druccis was assured. Both party benefited from the union after a period of adaptation with the exchange of technology and access to new resources.

While Toroks and Druccis were conquered and absorbed into the Iron Crown, other more minor xenos species suffer similar fate. Some humans and Orks population both found themselves absorbed into the growing Dvergar empire. Orks proved to be unreliable slave workers who constantly revolted against the whips of the overseers. As such, their population within the Iron Crown was frequently purged and, in the later days of the Iron Crown, attempts to enslave them completely stopped. Humans proved to be better slaves and they would remain as such for the entire history of Iron Crown. One other minor species of vassals assured the Dvergars a certain amount of prosperity. The Gnoriks were a species of cave dwelling humanoids with plaid skin under dark fur, long arms, vicious teeth and whip-like tail. These small creatures were possessing a ravenous hunger for riches and advanced technology. Led by a council of warlords, they were easily tempted into bowing before the Dvergars in exchange of riches. This makes the Gnorik the only race that willingly joined the Iron Crown. Of course, the bribes of the Dvergar were a ploy. Shortly after paying off the Great Council for their compliance, the Dvergar disgorged their army and seize with minimal resistance the Gnoriks strategical assets. When the Warlords realised they were duped by riches, they attempt to seize back their independence, but the Dvergar were already in control of their worlds. The rebellion was easily crushed by the more militaristic and organised Dvergar in a series of battle outside their palace and great cities. While technologically advanced, the Gnorik proved to be incapable of matching the raw strength and organisation of the Dvergar themselves. In the later stages of the revolt, the cunning Gnorik were capable of reclaiming their capital from the Dvergar grasp thanks to a new coalition of warlords with more organised troops. The fate of the Gnorik was sealed when three of those warlords defected with their forces and joined the ranks of the Dvergars in exchange of a measure of autonomy. The greatest of the three, Horsisk the Felonious, would later betray his two comrades, to established himself as the sole leader of the Gnoriks. He would be granted the honorary tittle of Supreme Warden and become the first official vassal of the Iron Crown. Gnoriks were capital in the production of design of new weapons for the Dvergars, most powerful and easily recognisable would be the Bale weapons, poisonous energy weapons. In exchange, the Dvergar put an end to the intestine conflict of the Gnorik and brought them prosperity.

The union of the Dvergars, the Toroks, the Druccis and the Gnorik, while forced and imposed, proved to be extremely successful and allowed the Iron Crown to prosper and colonise dozens of other worlds, exterminating, pillaging and enslaving all those who stood in their way. Other races joined the Iron Crown as vassals to avoid destruction, but none at equal footing with the Toroks and the Druccis while the Dvergars remained, uncontested, as the head of the Iron Crown. Their rising strength would soon bring them in contact with another rising empire, that of Mankind, and it would prove to be most dramatic event in the history of the Dvergars.



The Bane of Kings

Spoiler:
The first encounter of the Dvergar with the Imperium happened on a remote human colony that the Dvergar decided to conquer and enslave. The same fate had befallen other isolated human settlements and they proved of little resistance to the might of the Dvergars. Yet, this time, things were different. The Imperium was protecting this world and a garrison of the Imperial Army was standing there. The battle proved to be much harder than expected, but provided the Dvergars with interesting new technology thanks to the presence of a Knight that they were quick to dismantle and study. This victory was short lived; the Imperials had the time to call for help and it came in the form of a detachment of the 6th Legion, the ferocious Space Wolves led by their Primarch himself. It’s with dismay that the Dvergars met them in battle. The Space Marines proved to be as resilient as Dvergars, as fast as Druccis and as ferocious as Toroks. Their Primarch was an unstoppable warrior and a mighty general. A famous king of the Dvergar, Gurdün of clan Shielt, the Bellicose, was killed by a single blow from Leman Russ, a great humiliation. On that day Leman Russ earned the title of Bane of Kings. He would prove to be the bane of much more than that.

Seeing the danger posed by the Iron Crown, Leman Russ diverted several Crusading forces to crush it before it got too large to be defeated. The Dvergars were finally faced with an enemy that surpassed them in size, resources and numbers. The following war would prove the be the most violent of the Iron Crown history. At fist, the Space Wolves and their allies appeared to be unstoppable. Their warriors were too skilled and they seemed to know no fear. Many of the Dvergar’s best Battle Clan were destroyed. The Toroks lost many of their mightiest Ironbreakers and Leman Russ even managed to defeat in single combat a Berserker descendant of the mighty Rorak, a feat that the Dvergar themselves didn’t thought possible. On another occasion, he defeated a pair of twin sisters Everstars known for their perfect coordination and their incredible fencing skills, their psychic blades were no match for the Primarch of the Space Wolves. Many worlds fell to his continuous assaults and soon his forces were assaulting the gates of the Iron Crown worlds themselves. Coming to his aid to break the fortification came two of his brothers, Dorn and Perturabo, who quickly forged themselves a reputation barely smaller than that of the Wolf Lord. Yet, it was also the time of the first victories for the Dvergars who devised armors of an unprecedented resistance in the purest adamantium, but also a war engine inspired by the Knights and Titans of the Imperium: The Iron Golem. Faced with those new weapons and in the heartland of the Iron Crown, mankind suffered a streak of serious defeat that even saw Perturabo injured in a massive explosion. These victories were not enough to push back the enemy though. Oathkeepers started to believe victory was impossible, some had visions of a golden god descending from the skies to help mankind in their fight. Treasures started to be evacuated from the Dvergar homeworld of Mogris to a more isolated one. It proved to be a wise decision.

United and now rage-filled, the three Primarchs renewed their assaults and manage to break the lines of the Dvergars again. The Iron Crown worlds were broken and a road to Mogris was opened. Human slaves and servants of the Dvergar rebelled in mass against the Dvergars and turned their weapons and their knowledge of Dvergar in support to the Imperium. The Imperium resorted to conduct Exterminatus actions against several worlds that were left unprotected by the Dvergar fleets and too difficult to conquer. The homeworld of the Toroks was one who suffered such a fate and so did some Dvergar planets. Those who were touched the most by such actions were the Gnoriks who lost three of theirs to virus bombing or nuclear fire, transforming a once great civilisation into an almost instinct race. The Dvergar did attempted a few similar actions against the Imperium as vengeance, succeeding in destroying three new human colonies, but it was a drop in an ocean and adding only to the determination of the Crusaders to destroy the Iron Crown. It would be impossible for the Dvergar to prevent the assault of their capital and the destruction of their empire.

The Siege of Mogris was going to be an inevitable victory of the Imperium, but the Dvergar were not going to surrender their world easily. They fought with surprising determination and bravery, selling their lives dearly and transforming the conquest of their world in a real apocalypse. Finally, Leman Russ swiftly killed in duel the High King Tordrak the Last. The treasury of the Dvergar was pillage and rumor says that one of the two Everstar Gem was even found and kept by the Space Wolves. It would now sit in the trophy room of the Fang beside the head of Tordrak himself. Perturabo, as an act of revenge for his humiliating defeat, elected to destroy the planet from orbit as soon as possible, consigning to oblivion billions of leaderless Dvergars and laying waste to their remaining fortresses. After these events, the Crusaders went on their way, confident that the Imperial Army would finish the extermination of the Dvergars, Toroks and Druccis. The Iron Crown was no more and, soon, it’s population would follow. Yet, this was underestimating their enemies. The Dvergar and their vassals held on to the remnants of their once growing empire, a few isolated fortress worlds. The most protected of them, the Black Gate, the sole remaining planet of the original Iron Crown, became their new capital. Behind its walls and in the shadow, they would recover, arm themselves and with patience and a long festering rage, prepare their revenge against the Imperium. From then on, all kings and Oathkeepers would swear one thing when taking office: they would help bring the Wolf Lord heads to the empty throne of the High King which would only be filled once this task would be accomplished.



Behind the Black Gate

Spoiler:
The centuries following the destruction of the Iron Crown were a tumultuous time. While the surviving Oathkeepers and the last two kings out the 13 were forced to hide on Black Gate, seal its fortresses and inevitably devolve into intestine strife, other decided to take to the stars and hide in the distant corner of the galaxy, away from their former territory. Many of those pirate fleets and colony ships were destroyed by the ever expanding Imperium while other had the misfortune to enter ork territory and face the power of the greenskin. In this fashion, most were destroyed or condemned to a quasi permanent state of nomadism. On the eve of the 42nd millennium, many Dvergar piratical fleets are still active and dangerous. A few more fortunate managed to settle on distant world and rebuild their civilisation, but they never reached the size and power of the Iron Crown, even by a longshot. Those colonies differed from their homeworld by the more discrete nature of their fortresses and of their activity. While Dvergar never were great diplomat, considering compromise as a sign of weakness and disorder, to insure the survival of their race, they started to use the practice of envoy and corruption to avoid certain conflict. As such, the Grand Wardens of the dukedom of Black Rock managed to corrupt Imperial officer who launched their crusading armies elsewhere, allowing the colony to survive and prosper. Trade and corruption became tools to the Dvergars, but one that they prefer to use with parsimony. In total around a dozen of colony, known as dukedom, were established in various corner of the galaxy, the largest one, Black Rock sitting close to the dangerous Eye of Terror while the second largest, Horlem, is neighboring the Tau Empire.

During those years, Drucci and Toroks also recovered a portion of their independence, but the memory of the war against the Imperium and their century long fealty to the Dvergars would perpetuate their integration in the Dvergar empire. Yet, each of them managed to build an impressive dukedom. While the Dvergar were evacuating some of their most valued artifact and archives from Mogris, the Drucci Everstars were considering the same thing. While one of their world was besieged by Titans and Imperial Fists, they decided to evacuate via a Webway Portal. In short order, their population and their last Everstar Gem were gone and the Imperial Fist left victorious, but confused. These Druccis found themselves in the strange dimension that was the Webway and managed to find an isolated and hidden corner to settle in. There, the Druccis established a beautiful city and complemented it with gardens, sources of water to create an Eden for themselves. From there, they conducted their affairs and, while some amongst their ranks dreamed of a return to independence, the thought of forgetting two Everstar Gems forever was too much for most. Thus, this hidden kingdom in the Webway became the most esoteric colony of the Dvergar empire. Of course, remaining hidden wasn’t possible forever and, millennia later, Eldars of Commorragh noticed the interlopers. Their attack resulted in a portion of the Evanestyr, as the dukedom would be known, to fall under to the Dark Eldars, but always clever, the Drucci managed to seal them away for good from its heart at the cost of reduced mobility in the Webway. The Toroks on their side rallied under a new Berserker this one named Torak the Vagabond. As his name implies, he assembled a 30 000 strong Torok army and went toward wild space away from the growing Imperium, but also toward unconquered lands. Torak was so successful in his own Crusade, which was more of a mass migration anyway, that he started to receive messages and delegations from the Dvergar to help him consolidate those victories and populated those worlds with the millions of refugees of the Iron Crown. While several of those worlds were later lost to Orks, the Imperium and even an awakening Necron Dynasty, most of them remained under Dvergar, or more accurately Torok control. The Pike, the castle of Torak, built at the very edge of his dukedom, remains one of the most prestigious center of power for the Toroks and a site of great challenges between Berserkers. It was assaulted several times by Orks, each time to be beaten back by the Ironbreakers and Devastators of the garrison.

On Black Gate, civil war lasted for decades as each great clan were accusing one another to be responsible for the destruction of Mogris. Minor clans were purged by fanatics who saw in them an inferior bloodline while others were conducting assassinations. Even Oathkeepers were accused of cowardice or even plotting with the Bane of Kings to kill the High King and his vassals to seize power alone. It took the combine efforts of two mighty warlords: Silver King Fryr of Clan Krios, the Wise and Oathkeeper Danara, the Prophet, to be stopped. Order was re-established in an even more ruthless fashion. A new council of 13 kings was established. The title of High King was to remain vacant and would belong to those who would avenge Mogris and kill the Wolf Lord. This potential recovery could have been cut short when Imperial forces assaulted Black Gate, but the two warlords managed to destroy the Imperial forces before they could establish a beachhead. The death of a champion of the Iron Warriors at the hands of Fryr himself was greatly celebrated. What was truly going to save Black Gate is the Horus Heresy for without it, other assaults would have followed. It’s with glee that the Dvergar of Black Gate would hear about this conflict, but Fryr elected not to attempt a Reconquista so soon. As he predicted the war didn’t last that long and the Imperium emerged ever more violent and still massively powerful despite the lost of some of its greatest heroes. Dvergar would bid their time, build their forces in secret, recover peripheral worlds slowly and prudently and only emerge when the time would be right.



The Rise of the New Iron Crown

Spoiler:
This time would come in the 38th millennium while the Imperium was facing yet another crisis, but, this time didn’t have great leaders to unite them. The forces of Chaos and massive Ork Waaagh! Were ravaging it while the sector surrounding Black Gate were still calm. In almost 8000 years, the Dvergar had accumulated a monstrous population, even many of their colonies were overpopulated and overexploited. It was more than time to declare war, but it would be done in only the most non-equivocal fashion. If the Space Wolves were to blame for the destruction of the Iron Crown, their destruction would mark the creation of the new one. While the Dvergars were well aware that Leman Russ was long gone, a new leader had the title of Wolf Lord and, as his proxy, would be faced with the Dvergar’s wrath and lust for vengeance. The assault plan of Fenris were long in the making, raids were attempted in the most, most of which who didn’t even reached the sector, but this time, things were different. The Imperium Navy and most of its army were stretch thin elsewhere. The Dvergar Armada had a chance and they took it. Simultaneously, other armadas were sent to reconquer former worlds of the Iron Crown and new one’s who were known for their important resources and strategic positions. Many of those worlds were held by Eldars and Orks. As such, many species were caught by surprise by the return on the galactic scale of the Dvergars. The Forging had begun.

The assault of Fenris was a very mitigated success. The Dvergar Armada did manage to reach the homeworld of the Space Wolves. Two Imperial worlds were burned by orbital bombardments and another one, a garden world, was pillaged and its population enslaved. But, the assault on Fenris itself was mostly a failure. Space Wolves proved to be incapable of stopping the landing of the Dvergar army and the local population proved to be easily massacred by the Dvergars, but the Fang was such a mighty fortress that it proved impossible to conquer. A few battles were fought against other Great Companies on other sites of the planet. These combat proved to make no decisive winner and the Wolves forced them to retreat to avoid complete destruction as their reinforcement arrived. Those who led the attack presented it as a victory since one Space Wolf hero, their Forge Father, was killed by the Dvergar king who led the attack, but Fenris didn’t burnt and its population recovered rather quickly. On the other side, those worlds that were conquered by the Imperium during the Great Crusade who used to belong to the Dvergars faced a much different face. None of the Iron Crown world occupied by the Imperium remained in its possession. Even the very important Forge World of Lor’Har, established in the middle of ancient Dvergar fortresses, wouldn’t be able to resist to the hordes of invaders that besieged it. It’s foundries and factories served the Dvergar to push further their assault and resist an impromptu Ork Waaagh! Who decided to “join the fun”.

A Crusade was launched to prevent the restauration of the Iron Crown. The Imperium gathered an impressive force of over a million fighting men supported by elements of 4 Space Marines Chapter and two Skitarii Legions. Ambitious, if a bit foolhardy, the leader of the Crusade, Lord General Ignacius Seprion, decided to strike swiftly at the heart of Dvergar territory to force a collapse of their forces on a single point. Black Gate was thus assaulted once again, but it proved to be a terrible mistake. The Dvergar world was overpopulated, overarmed and overfortified. The Imperium had underestimated their enemy. The Crusade, after the appearance of a success by managing to establish a landing point was utterly destroyed when reinforcement arrived from the dukedom of Black Rock and from the Pike. Ignacius Seprion and his sons were all captured and worked to death beneath Black Gate. After his death, his body and that of his sons were sold to a Rogue Trader and brought back to the Imperium where he was elevated to the status of martyr. After this event, the Imperium had to recognise that there were no ways to stop the rebirth of the Iron Crown and the return of yet another foe on the galactic scale. The expansion of the Dvergar holdings was finally stopped after a victory of the Imperial Navy of Segmentum Obscurus with the support of a few Ork Freebooters. The Dvergar were forced to consolidate their gains and refocused their efforts in making contact with their distant colonies and dukedom.

At the onset of the 42nd millennium, the New Iron Crown sits in a very advantageous position. Unlike the decaying Imperium, it still possesses a certain vitality and some of the most fortified worlds in the galaxy. Their troops are numerous and their leaders are already dreaming of new conquests. The need to unite the colonies to the main body of the empire is also of capital importance and while it’s bound to create civil strife, the Oathkeepers thinks this will be for the greater good. Yet, two shadow plane over the Dvergars. The forces of Chaos who burst from the Eye of Terror brings with them the worst sort of chaos to the galaxy, but at the same time are tempting allies due to their common hatred of the Imperium. Some even whisper that Onyx King Diëtrik, the greatest king and master of Back Gate, has contact with the forces of Magnus for a potential assault on Fenris. Yet, association with daemons is dangerous at best. The other comes from a prophesy made a long time ago that stated that from the fringes and darkness a new power would bring order to a galaxy thrown in chaos by the fall of the Angel Empire. Most Dvergars believe that due to the fact that the Iron Crown sits at fringes of the galaxy and that they hid in the dark for millennia that the prophesy refers to them, but, there are some who whispers in the halls of their fortress about an unstoppable force only referred in usher tones and with utmost care. The Great Devourer has set its eye on the Dvergars worlds and is approaching.



Dvergar, Chaos and Other Xenos

Spoiler:
The Dvergar obsession for order and discipline in their society makes them natural enemies of the forces of Chaos. To the Dvergars venerating a being that isn’t an ancestor or a superior is one of the greatest crime. Placing personal ambitions and desires above those of your clan is also ignominious. Yet, the psychic potential of the Dvergars and their capacity to travel through the warp have exposed them to daemons and the Gods of Chaos. Dvergars have a great capacity to resist physical mutation thanks to their genetic stability and their great resistance. Insanity amongst their psykers, who are also less numerous than those of mankind, is also very rare. Yet, the greed, lust and violence inherent to the Dvergar mind makes them open to the temptation of Chaos. One of the Oathkeepers role is to enforce good behavior through teachings or force to prevent such a thing, yet it does happen once in while. Usually, when a Dvergar falls to the lure of Chaos he is amongst those in command position for they have the freedom to act upon temptation and as such they drag their servants and vassals in damnation. Those who fall like so are referred to as Fallen Clans and can survive a surprisingly long time before they are declared traitors a Fallen King named King Greik of Fallen Clan Vern, the Depraved even sat at the Council of the Iron Crown for a 100 years before, finally, armies large enough to fight him were raised and war was declared against him and his clan. Demonic invasion of Dvergar worlds are extremely rare, but happened in the case of the Greik rebellion for example. Black Rock, due to its proximity with the Eye of Terror has a history of smaller events like those. Ironically, the Traitor Legions and Lost and Damned forces have, on a few occasions, made peaceful contact with the New Iron Crown. The two forces have cooperated for very limited amount of time and usually in desperate conditions. The Dvergars proved to be almost as quick as the forces of Chaos to betray their word.

The Drucci on their part are also strongly opposed to the forces of Chaos and have proven more resistant to its lure than the Dvergars and Toroks. Their society many rituals and close knit bonds makes any form of corruption easy to detect and, unlike the Dvergars or even the Imperium, Drucci have found a way to “cure” themselves from the toxic influence of Chaos by strange witchcraft rituals where Everstars and the victims can seal daemonic energy away from the victim’s mind. The light and energy of the Everstar Gem, and by extension that of Everstars themselves, is painful to daemons as they form a powerful collective of souls opposed to them. As such corruption amongst Drucci is an extremely rare event, but Tzeentch did prove to be capable off corrupting a few of them. Toroks are those amongst the Iron Crown who are the most likely to fall to the lure of Chaos. While they do not possess a strong psychic potential, their minds are open to it. Their more savage and warlike nature also lead them to a more tolerant way of life toward the influence of Chaos, particularly that of Khorne. Several of their leaders turned out to be marked by the Blood God, but also others. In the end, Toroks stand not for the power of Chaos for it would be venerating something else then their illustrious ancestor and bowing to the Gods of Chaos is bowing to enemy that didn’t defeat you on the Battlefield. Following their ancestral traditions, this is unacceptable. Neither do they participate in all the rituals following such a victory it like the Dvergar did to obtain their lasting loyalty. Bowing before someone who failed to defeat you in battle and follow the rituals of the victor is the greatest insult and dishonor and can only be purged in blood. Dvergars were also careful to help root out corrupted Toroks to avoid them weakening their empire.

Dvergar entertain a generally bad relationship with most other xenos species which can appear strange since the Iron Crown hold its success and power to the combination of three very different species. Their expansionist and warlike nature puts them in conflict with pretty much all those who cross their path. Their greed and lust for power also makes them extremely rapacious. If the Druccis and the Toroks managed to become vassals with a certain autonomy and respect from the Dvergars, it’s mostly due to some cultural resemblance like their shared cult to their ancestor, a similar social organisation in clans and by the fact that both of them accepted Dvergar leadership and both had something that the Dvergar couldn’t produce themselves. Of all the races, the two the Dvergars view the most favorably and ally most often with are the Dark Eldars and the Orks.

With the exception of the short war for Evanestyr, the Iron Crown and the forces of Commorragh have entertained good relationship. The Dark Eldar aren’t much concerned by the expansion of the Iron Crown and they have found in it an excellent trading partner when it comes to slaves or raw resources. The Dvergar themselves are more than happy to provide slaves to the Dark Eldar in exchange of information, mercenaries, Eldar fine craftsmanship and poisons. Dark Eldars emissaries are usually received with great pomp and are offered great embassies. Lelith Hesperax was even invited to show her skills before Dvergar high society in their own gladiatorial arenas against various champions and monsters. While she declined the offer, a few other Succubus have made the trip and were greatly rewarded for doing so. On their side, a few Dvergars delegations were allowed to travel to Commorragh to settle alliances and exchange massive quantity of slaves. Druccis Sword Dancers made a short sensation in Commorragh thanks to their hypnotic blade skills, while Toroks Ironbreakers became famous for their resistance. Many Succubus consider killing one of them in duel a mark of excellence to be lauded. If the best of them refused to leave Commorragh, she never declined a challenge against a foreigner. A set of beautiful swords of a Drucci Princess can be observed in her collection. It is said that Vect himself enjoyed strategic board games with a Dvergar King on several occasions. Such a privilege relationship between the two equally haughty and vain races is strange, but purely based on common interest.

Orks on their side are a more surprising ally of the Dvergar for the two races have been in mortal and extensive conflicts numerous time. The Orks vision of Klan and chaotic nature makes them natural enemies of order and especially the rigid vision of it of the Iron Crown. The only thing the two races have in common is a respect of brute strength and a love of war. The Dvergar records against the Orks is to their advantages, very few Waaagh! Directed against them ever were successful. As such, those conflicts didn’t spark an hysterical desire for vengeance like the war against the Imperium created. The disunity of the Orks also make desire for vengeance limited to a specific Warboss or Waaagh! And very few amongst those who have fought the Dvergars left inheritors to be pursued. If the Orks proved to be staunch enemies, the Iron Crown found out that they were rather easy to buy and direct against other enemies when they were offered weapons and allies. Thus, the practice of hiring Ork mercenaries to complement a fighting force became a common practice in several dukedoms. Of course, the Dvergars know off the little loyalty of the Orks and prefer to hire them to fight in battles they know they could win and never rely on them in position of weakness as it invites Orks to betray and attack them instead or worse, after.

The Tau, the Craftworlds and the Necrons are all treated as dangerous enemies. The Craftworlds are to the Dvergars the continuation of the Eldar Empire and as such fear them as an old and dangerous foe that they prefer to leave unperturbed as much as possible. Dvergars have even renounced to settled Maiden Worlds to avoid conflict with the Eldars and have colonised them only when they were certain the response would be limited. Eldars are almost never taken as slaves. Those who are captured are almost systematically sold to Commorragh or ransomed back to their kin. Taus are a new threat that proved to be difficult to beat for the Dvergars, rare are those who can outgun their army all the while being so fast. Their ideology, while tempting to some Dvergar idealists, is considered as meek and poison by the others. Extensive resources have been amassed to prevent the Tau’s growth in Dvergar territory. Some have even whispered that their assault should be simultaneous and parallel to that of the Imperium to make sure the Taus don’t escape from destruction. The Necrons on their side are a very new threat, some of which who have awaken in Dvergar territory. To the Dvergar they are nothing else than another rival empire that needs to be destroyed and they did note, not without irony, that they sit presently in a position of superiority that might be shifted rapidly if they fail to stop their growth. This reminds the, a bit of the way the Imperium had seen them 10 000 years ago. The few battles they had against Necrons proved to be matches of endurance of the highest level and extremely costly, but the Necrons seem to recover their numbers even faster than them and, as such, are rightly feared. The power of their weapons and their esoteric technology has many Dvergar lusting for pillage.



Battles and Conquests of the Dvergars

Spoiler:
Circa 000M26: The Dvergar leave the Mogris system and start to colonise the neighboring systems. The Iron Crown is forged.

621M28: The Dvergar land on Rork, the homeworld of the Toroks

623-927M28: The Beast War: a long conflict opposes the Dvergar and the Toroks. The Toroks dominion is reduced from several worlds in their solar system to their sole homeworld.

815-915M28: The Dragon Hunt: a century long conflict on Fafnyr that saw dragons vanquished and enslaved by the Iron Crown

928M28: Rorak the Unbowed, last free leader of the Toroks, is finally defeated after an heroic battle. His bones are fashion into an armor and worn by Dvergar kings. The Toroks are integrated in the Empire.

004-006M29: The Hawk’s War: Eldar Exodites fleeing their Empire on the verge of implosion get in conflict with the expending Iron Crown. The leader of the Eldars, Alea Swifthawk, lead her people in conflict against the Dvergar for the possession of a Maiden World, but their small numbers and lack of experience in war lead to their defeat, despite their heroism. Alea herself is taken prisoner and served as a slave for the rest of her life until she starved herself to death.

222M29: The Iron Crown expend to the former Maiden World of Vinter, first contact with the Drucci, which starts with an exchange of greeting but devolves into a skirmish as the Druccis take offense of the Dvergars delegation.

223-296M29: The Iron Crown and the Druccis fight against one another with no decisive winner until the Dvergar discover a way to find the Druccis secret cities and finally steal the Everstar Gems. The Druccis bow before the Iron Crown and are named vassals shortly after.

537M29: Communion: The first Rune of Communion is built and complex communication is now possible with dragons. They loose their status of slave and become vassals.

786M29: The Twin Giant War: The Iron Crown defeats the Ork Waaagh! Of Warboss “brothers” Smashyarface and Smashyargut by trapping their forces on an asteroid to be exterminated. Druccis assassins and Toroks warriors receive high honors for their conduct.

896-911M29: The Iron Crown makes first contact with humanity from the Virian Republic. Their five worlds are crushed in the span of 15 years. The president and his family are sold as slaves to Dvergar nobility. Their descendant still lives up to M41 and serve the same clan with loyalty.

025M30: First contact with the Imperium on the small agriworld of Corus. The Dvergar triumph against the humanity, but spark a war against the Imperium.

026-054M30: The war of the Wolf: Leman Russ and his Legion with the Support of Rogal Dorn and Perturabo enter at war with the Dvergars. They proceed to destroy in matters of decade what took over 2 millenniums to build.

055M30: The Day of Death: Mogris is destroyed from orbit after three years of intense combat by the Iron Warrior fleet. The first Iron Crown falls.

426M30: Black Gate Rises: Civil war is over and Black Gate becomes the new center of the Dvergar power.

Circa 000M33: The Dukedom founding: Several colonies are successfully implanted. They quickly become dukedom and a reliable source of power and trade for the center of the Dvergar Empire.

Circa 000M34: The Drucci manage to steal a portion of the Eldar Webway technology and invest it. Evanestyr is founded and their population starts to grow.

455M34: Mechanicus indiscretions: Forces of the Adeptus Mechanicus land on a mining world held by the Dvergars. The defenders must scramble to destroy the explorer forces and their ship before they can alert their command center and rally troops against them. The ploy is a success and the recovering Dvergar forces can keep growing outside of the sphere of attention of the Imperium.

632M34: The Recovery War: Dvergar mercenaries fight side by side with Orks against the Imperium with the secret motive of recovering Dvergar artefact stolen during the destruction of their empire. While they suffered enormous casualty, they managed to retrieve their artefacts, amongst them the bones of their last High King.

765M35: The Nest: Dvergar accidently wake up a Genestealer Patriarch and his brood while pillaging a Space Hulk. The entire expedition is slaughtered and the Genestealers themselves land on a Dvergar fortress world and overtake it. It is now quarantined.

Circa500M36: The Pike: The Toroks raise a powerful dukedom and the mighty fortress of the Pike after defeating a massive ork Waaagh! And the forces of a small Realm of Chaos. The Toroks celebrate their victory by two years of continuous banquets and duels. Their greatest Berserker is offered the title of king and a sit at the Council of the 13th king. He is the first non Dvergar to ever have this honor.

800-855M37: Siege of Evanestyr: The Dark Eldars discover the pocket realm of Evanestyr and decide to purge the Drucci invaders. The siege sees the Drucci and the Eldars in a deadlock for a few decades until Harlequins came to the help of the Eldars. The Drucci managed to separate their pocket in two to save one half of it. The Harlequins allow this at the council of one of their Shadowseer. Peace is restored. Evanestyr, while diminished still stand. The Everstar who led the defense and held in check the Dark Eldars is offered a seat at the council of the 13th king. She became the first Drucci to have this honor and despite her sex, is still referred to as king.

Circa 000M38: The Forging: Dvergar invade the Imperium and reclaim many of their former fortress worlds. The New Iron Crown is forged.

995M38: The Tomb of Pharaoh: The Dvergar awake Pharaoh Imsoltek the Eternal, a Necron Lord and his legion while building on his tomb world. The Dvergar managed to destroy him and his forces at great cost before he could awake them fully. It’s their first contact with the Necron race.

226-228M40: The Angel’s Wrath: Sisters of Battle of the Order of the Ebon Chalice attack the Iron Crown world of Harganath to retrieve pilgrims, priests and relics stolen by the Dvergars. Their campaign last two years. Dvergar manage to hold on to their world and push back the Sisters, but they are capable of retrieving most of the Imperial citizen captured and several other descendant of captives as well as a few relics. Drucci assassins murder their Canoness while she retreats with her forces as a final act of vengeance.

858M41: The Grand Raid of Fenris: King Diëtrik become legendary for his bold raid on Fenris and killing one of the Wolf Lords defending it in duel. He causes no damage to the Fang, but managed to steal one Imperial ship. The treasures he brings back from his journey and his impressive tally of victory elevates him to the rank of Onyx King, a new title to mark his seniority amongst the other kings.

Circa 999M41: The Iron Crusade: The Dvergars seize the opportunity of the defeat of the Imperium at the Cadian Gate to start their own invasion plan. They, of course, target the already weakened Fenris, but then plan to divert strait to the embattled world of Armageddon, harness the orks over there and use them to make a final push to Terra. In their vaults, weapon capable of destroying planets from orbit. Their intentions are clear. A rearguard is created to protect their empire against a possible invasion of the forces of Chaos.




Special Rules


Spoiler:
Ponderous: Dvergars are slow moving, but tough creatures. While they lack grace and agility they are difficult to slow down, and if pressed, can still sprint surprisingly fast. Their warriors are known to move slowly, but steadily up all battlefields. Units with this Special Rule only move of 4’ during their movement phase. Furthermore, rolls of 5 or 6 while running of moving through difficult terrains are considered as 4. Dvergar charge range is the same as any other unit of their type.

Dwellers in the Dark: Dvergars, Drucci and Toroks are creatures adapted to live deep beneath the ground in near perpetual darkness. Their senses are thus sharp, but vulnerable to bright light. All units with this Special Rule Gain the Special Rule Acute Senses and ignore Night Fighting rules, but they must half their initiative (rounded up) against all weapons with the Blind Special Rule.

There Will Be Order: Order and hierarchy are an obsession amongst the Dvergars. Should a Circle or ring lose its direct leader, the unit must pass a leadership test no matter the numbers of casualty taken or be considered pinned. If the unit was in close combat its considered to have lost it. But, the unit can also reroll all failed Look Out Sir! Rolls.

Regeneration: Toroks are incredibly difficult to kill. They heal their wounds at supernatural pace and only fire seems to be capable of hurting them. Any model with this Special Rule gain the It Will Not Die Special Rule against all attacks except those with the Flamer, Melta or Soul Blaze Special Rules.

Swift as Shadow: Druccis are incredibly agile and fast. They seem to move with an unearthly grace and a speed that makes them hard to keep up with. Any model with this Special Rule gain the Fleet and Move Through Cover Special Rules. Furthermore, the unit can fire after or before running without penalty.

Quicksilver: Everstars, Drucci Princesses and Sword Dancers are the fastest and most agile of all Drucci. Their speed and agility is such that it rivals that of even the lithest of all Eldars. They can dodge blows with a supernatural ease and move in utter silence as fast as a racing horse. A unit with this special rule has a 4+ invulnerable save in the fight sub-phase. If the entire Circle has this Special Rule, do not roll for running or the move through cover distance. Consider you have rolled a 6 in all occasion.



Psychic Discipline


Alchemy

Spoiler:
A mysterious psychic discipline developed by the Oathkeepers. With the use of runes and alchemical circles, they can alter matter, produce flames, repair objects and even flesh. Since it’s a non direct use of psychic power, it operates through formula and runes, its much safer and produce less risk than other forms of psychic power.

Primaris Power: Imbue Weapons (Warp Charge 1): Blessing, Range: 12’, Effect: All the weapons of the blessed unit see their strength increase by 1, for a maximum of 10, until the next psychic phase. You cannot stack multiple Imbue Weapons on the same unit.

1) Blessed Armors (Warp Charge 1): Blessing, Range: 12’, Effect: The selected unit can reroll all unsuccessful armor save against range OR close combat attacks until the next psychic phase.

2) Repair Armor (Warp Charge 1): Blessing, Range: 12’, Effect: Automatically restore a single lost Hull Point, any Immobilised status or repair a single Weapon Destroyed. It also immediately cancels all Crew Stunned or Shaken in addition.

3) Transmute Ground (Warp Charge 1): Malediction, Range: 24’, Effect: The targeted unit treats all terrain as difficult and dangerous terrain for the next round. Should it pass through actual difficult terrain, it roles one less dice and should it pass through actual dangerous terrains casualties are inflicted on a roll of 1 and 2.

4) Sear Weapons (Warp Charges 1): Malediction, Range: 24’, Effect: All the weapons of the targeted unit, including close combat one’s, have the Get’s Hot Special Rules until the next psychic phase. If they already had it, it treats roll of 1 and 2 as wounds.

5) Incinerate (Warp Charge 2): Witchfire, Range: 24’, Effect: The air is transform into a blazing inferno for a few short second. Consider it as an weapon with the following profile: Range: 24, S: 6, AP: 4, Assault 1, Large Blast, Ignore Cover.

6) Resurrect (Warp Charge 2-3): Blessing, Range: 12’, Effect: The targeted unit recover 1d6 wounds worth of lost models or wounds. They are chosen at the player discretion. If there is multi wound models, you can choose with how many wounds they will return with without exceeding the number rolled. At the expense of 3 Warp Charge, the targeted unit recover 2d6 lost wounds. It can only affect a unit still in play.



Twilightmancy

Spoiler:
A mysterious psychic discipline that transform shadow and light into powerful weapons. Developed in the dim lighted worlds of the Drucci and mastered over the millennia by Everstars, Twilightmancers are dangerous psykers who can combine two very different tools to bring destruction. This reliance on two very different forms of energy requires a solid mental balance and sanity.

Primaris Power: Shadow Speed (Warp Charge 1): Blessing, Range: self and accompanying unit, Effect: The selected Circle gains a bonus of +1 in Attack and the Special Rule Hit and Run.

1) Shadow Shield (Warp Charge 1): Blessing, Range: self and accompanying unit, Effect: The selected Circle gains the Special Rule Shrouded until the next psychic phase and forces enemy units attempting to charge them to make a disordered charge.

2) Shadow Jump (Warp Charge 2): Blessing, Range: self and accompanying unit, Effect: The selected Circle can move 12’ in any direction. The unit can shoot, run and charge normally afterward.

3) Shadow Claw (Warp Charge 1): Witchfire, Range: 18’, Effect: Shadow turns into ethereal claws that can cut everything into pieces. Range: 18, S: 4, AP: 1, Assault 3, pinning

4) Light Armor (Warp Charge 1): Blessing, Range: self and accompanying unit, Effect: The selected Circle gains a 4+ invulnerable save.

5) Searing Light (Warp Charge 1): Witchfire, Range: 24 Effect: Turns light into a powerful searing beam of energy. Range: 24, S: 8, AP: 1, Assault 1

6) Light Speed (Warp Charge 2): Blessing, Range: Self Only, Effect: grants +3 Attack, +3 Initiative, and +3 Weapon Skill until the next psychic phase.



Warlord Traits


Dvergar

Spoiler:
1) I remember Mogris, I remember them all: The Warlord is a paragon of the Dvergar virtue of vengeance. He and any unit he joins can replace his Special Rule Hatred (Space Wolves) for Hatred (all) as vengeance knows no bound

2) Swift as the Dragon: The Warlord is extremely fast for a Dvergar. He might have trained as a Dragon Warrior or simply be gifted. He can drive is Circle or Ring to follow him. The Warlord and any unit he joins looses the Ponderous Special Rule or gain Fleet if they didn’t have this Special Rule.

3) Bastion Builder: The Warlord is a specialist of defensive warfare. He can quickly fortify any position to suit him. Before any battle, the Warlord army can improve a ruin of his choice to a fortified ruin (cover save 3+).

4) Champion Slayer: The Warlord is a great and proud champion of the Dvergar. He excels in duel against the enemy champion. He can reroll failed to touch rolls in challenges.

5) Surprise Assault: The Warlord is a devious and cunning, a master of raids and ambush, unlike most of his peers. Any unit in the Warlord army that Outflank can choose from which board edge they come from as if they had roll a 5-6.

6) Fixed and unyielding: The warlord is horribly obstinate and sure of himself no matter the circumstances even by Dvergar standards which are notoriously high. The Warlord has the Stubborn Special Rule.



Drucci

Spoiler:
1) Perfect Blade: The Warlord is amongst the most graceful and skilled swordswomen of the Drucci race. The Warlord gains 1 in Weapon Skill.

2) Scion of the Twilight: The Warlord is blessed with an incredible talent for the psychic arts. The Warlord gain an extra level of Psychic Mastery.

3) Eye of Death: The Warlord blows and shots are of a deadly precision. All shots and blows from the Warlords are successful Precision Strikes and Shots on a 5+ to hit.



Torok

Spoiler:
1) Unstoppable: The Warlord will shrug off even grievous wounds and keep on fighting without pause. The Warlord gains the Feel no Pain (5+) Special Rule.

2) Rage of the Ancient: The Warlord furies is such that he seems to be inhabited with that of his ancestors. His subordinate can only follow him in his fury. All Torok units joined by the Warlord gain the Rage Special Rule.

3) Bloodthirsty: The Warlord thirst for battle and combat is such that it can’t ever be sated. He will throw himself in the fray without pause or second thought. The Warlord gain the Zealot Special Rule.



Detachment

Spoiler:
Mandatory: 1 HQ, 2 Troops, 1 Heavy Support

Optional: 2 HQ, 4 Troops, 3 Elites, 2 Fast Attack, 3 Heavy Support, 1 Lord of War

Benefits: Reroll Warlord Traits, Preliminary Bombardment

Preliminary Bombardment: Dvergar armies action always start with heavy bombardment from off field artillery designed to pin down some of the enemy forces. D3+1 Units in the enemy army must pass a leadership test or start the first round pinned.



Formations


Great Battle Clan

Spoiler:
The Great Battle Clan is the standard Dvergar combat formation. It always falls under the orders of a Grand Warden or the very least a group of Clan Wardens. On the battlefield, it allows Dvergars to put an impressive amount of warriors who will proceed to move slowly and relentlessly up the battlefield to unleash a fusillade at short range and break the enemy in close combat where all Dvergar warriors excel. War Horns and Overseer Whips drives them to greater endurence and discpline. Great Battle Clans can always be expanded with the addition of auxilaries. Hundreds of world burned under the iron boots of the Dvergar Great Battle Clan.

Composition: 1 Grand Warden OR 1 Clan Warden Ring, 0-1 Oathkeeper, 0-1 Task Master, 1-6 Dvergar Battle Clan, 0-3 Dvergar Dispossed Circle, 0-2 Dvergar Dispossed Gladiator, 0-1 Earthsplitter heavy Tank, 0-1 Dragon Slayer Circle

Options: 0-1 Elder Council, 0-2 Old Guard, 0-1 Slayer's Wing,0-2 Dvergar Iron Host,0-1 Iron Might, 0-2 Twilight Force, 0-2 Blood and Bones Horde, 0-1 Dragon Flight, 0-2 Gnorik Bale Horde

Benefits: Preliminary Bombardment, Glory to the Iron Crown!

Glory to the Iron Crown: War Horn can be used twice per game instead of once and each Overseer can issue two Battle Call per round. All that noise and preparation will allow the enemy army to always start first. Initiative cannot be stolen.



Elder Council

Spoiler:
Leadership can be complicated in the Iron Crown. Each Dvergar holds multiple vow of obediance to various clanic leaders, but also to institutions, ideals and individuals through the practice of oaths. To make things even more complecated, its a multiracial empire; Druccis and Toroks each have their own leadership and practice that are recognised by the Dvergars. When a vast army is raised,
a headquarter must be established with various representative to make sure all traditions are respected and the entire army moves in the same direction. It might appear like a bloated chain of command to many, but protocole, tradition and discipline allow those Elder Council to work efficiently.


Composition: 0-1 Grand Warden, 0-2 Oathkeeper, 1 Clan Warden Ring, 1 Task Master, 0-1 Grey Lord, 0-1 Drucci Everstar, 0-1 Torok Berserker, 0-1 Onyx King Diëtrik, 0-1 Task Master Gizolg, 0-1 Grand Oathkeeper Durem

Benefit: Our Best Leader Will Rule

Our Best Leader Will Rule: The Warlord must come from this formation and his Warlord Trait can be chosen instead of rolled at the beginning of the battle



Old Guard

Spoiler:
The greatest warriors of the Dvergar races are pulled from various Battle Clan and enter special casts after passing through dangerous trials. They form the personnal army of all Great Wardens and kings. They no longuer are bound to oaths of loyalty to their former clans and only respond to the leaders of the Greater Clans and Oathkeepers. These stoic warriors are teriible foes to face thanks to their incredible discipline, experience and ferocity. On the battlefield they can be assembled in large numbers to form the core of a Iron Crown force. Under the gaze of their masters, these elite warrior will perform to the peak of their impressive capacity

Composition: 1-3 Magmadroth Warrior Circle, 1-3 Shieldström Warrior Circle, 1-3 Shieldshatterer Warrior Circle

Benefit: Glory In the Gaze of the Lords

Glory In the Gaze of the Lords: All members of the formation gain the Special Rule Stubborn as long as the Warlord is alive. Should the Warlord be slain, all member of the formation loose 1 point of leadership permanently



Slayer's Wing

Spoiler:
Of all the Dvergars warriors, the Dragon Slayer are the most atypic. They wear the lightest armor are fleet of foot and have seriously maverick tendencies. Of course they are as rigidly oath bound than all other Dvergars, but they are much more open to initiative, sneak attack or ambush or planned retreat. They are also highly mobile and well armed which is also both the key of their success and another major difference between them and other Dvergar elite warriors. A Slayer's Wing is a high concentration of Dragon Slayers and Wyvern Craft on a single point of the battlefield to attack swiftly and by surprise the enemy position and destroy its most valuable asset. This type of formation is especially common amongst Dvergar Corsair fleets who require more speed for their slave raids than endurance. If the enemy deploys a high concentration of artillery with the hope of breaking the slow moving Dvergars, they can be countered by this drastic change of strategy. For these reasons, Slayer's Wings have a frightening reputation amongst the enemy forces

Composition: 1-3 Dragon Slayers Ring, 1-3 Wyvern Craft

Benefits: A Axe on your Throat

A Axe on your Throat: Dragon Slayers can charge after disembarking from their Wyvern Craft transport even if they deployed via the Wyvern Egg Pods



Dvergar Iron Host

Spoiler:
If the infantry of the Iron Crown is slow, but heavily armed and armored, its vehicles incarnate those traits even more. Very few battle tank can match the armor and firepower of the Earthsplitter heavy tank and even the Astra Millitarum artillery struggle to keep up with the devastating canons of the Iron Crown. Their slow moving, but incredibly powerful engines of war makes facing those Iron Host almost impossible without a high concentration of well prepared specialist. The intensity of any preliminary bombardment before the attack of an Iron Host is such that entire battle lines can be shell shock when the Dvergar launch their assault.

Composition: 1-3 Dvergar Artillery, 0-3 Wyrm Tank Circle, 1-3 Earthsplitter heavy tank

Benefit: Heavy Preliminary Bombardment

Heavy Preliminary Bombardment: Instead of d3 units, Preliminary Bombardment forces 1d6 unit to test for leadership or be pinned at the beginning of the game.



Iron Might

Spoiler:
Never is the might of the Iron Crown more clear and apperant than when they deploy their heaviest assets. Iron Golem extraordinarly powerful war walker easily capable of defeating small armies on their own. Traditionnal tactics to get rid of heavy armor are useless against their Gromril armor and offer no real weakness both at range and close combat. Things can be even worse when a Magmadroth Fire Breather is deployed with them. The mighty monster is more than capable of washing the battlefield in flames and cover the advance of the Iron Golem. A War Dragon soars in the sky to provide protection against enemy aircrafts and devastate the ground bellow. The Dvergar moving behind such giants mostle spend their time chanting and laughing at the enemie's certain death.

Composition: 1-3 Iron Golem, 0-1 Magmadroth Fire Breather1 0-1 War Dragon

Benefits: Contempt For the Foe

Contempt For the Foe: All units in the formation gain the Special Rule Prefered Enemy (all) as they go into battle with no fear and confidence, but will see all their cover save reduced by 1 as they do not try to make use of it.



Twilight Force

Spoiler:
The mysterious Druccis are swift and deadly. Their forces move in silence and speed before stricking with precision and vanishing like shadows. When the Iron Crown require subtility or when Drucci themselves take the lead of conflict. Their forces are deployed in numbers. Their strategy couldn't be more different than those of the Dvergars. The fragile and lithe Drucci make for fearsome enemy when they are given the chance to attack by surprise. Their coordination is impressive and can make many think that those disciplined and perfectly coordinated swordmanship and archery are the result of psychic powers.

Composition: 1-2 Drucci Everstar, 2-4 Drucci Skirmisher Circle, 1-2 Drucci Shadow Sword Circle, 0-1 Drucci Sylthrin Guardian Cirlce

Benefit: Deadly Dance, Light of the Everstar

Light of the Everstar: One Evertar of this formation can roll for a Warlord Trait of his race. This secondary warlord also grant a Victory Point to the enemy should he be killed. If the Everstar of this formation is the only Warlord of the army during deployment, she can reroll her Warlord Trait.

Deadly Dance: All Drucci in the Twilight Force gain the Special Rules Precision Strike and Shot. They cannot be joined by Torok or Dvergar Independant Character and cannot be affected by their Psychic Powers as they operate independantly.



Blood and Bones Horde

Spoiler:
When endurance or speed aren't enough, one must resort to raw strength and no force in the Iron Crown can deploy more naked strength than a Torok Horde. More discplined and clever than they appear, the Toroks are mighty warrior capable of beating down scores of foes. Space Marines can be thrown around like children by Toroks Ironbreaker, while guardsmen are simply trampled underfoot. Devastors on their side can destroy tanks or infantry formation with remarcable precision without having to recoil in front of advancing enemies. When amongst their own, Toroks are even more galvanised to fight harder and with more violence. The result is always a lot of blood and broken bones.

Composition: 1-2 Torok Berserker, 2-3 Torok Ironbreaker Circle, 2-3 Torok Devastator Circle, 0-2 Torok Behemoth

Benefits: Unstoppable Charge, Berserker Rule

Berserker Rule: One Berserker of this formation can roll for a Warlord Trait of his race. This secondary warlord also grant a Victory Point to the enemy should he be killed. If the Berserker of this formation is the only Warlord of the army during deployment, he can reroll his Warlord Trait.

Unstoppable Charge: All units in the formation score two Hammer of Wrath hit when they charge an enemy unit. They cannot be joined by Drucci or Dvergar Independant Character and cannot be affected by their Psychic Powers as they operate independantly.



Dragon Flight

Spoiler:
Dragons are dangerous creatures who, despite their oaths of alligence to the Iron Crown and their honored status of vassals, are prone to disloyalty. On a few dramatic occasion, they have turned against their suzerain with devastating effect. Yet, certain dragons have started to warm up to the Iron Crown and showed much more loyalty than their bretheren. As a reward, they were offered riches, but also the right to fight beside their own kin. Fighting side by side with other dragons has proved immensly positive in terms of loyalty, but also in terms of raw power for those beast have plenty of it.

Composition: 3 War Dragon

Benefits: Honorable Wyrm

Honorable Wyrm: All War Dragons in the formation must buy Runes of Communion, but automatically succeed all Treacherous test as long as the Iron Crown Warlord is on board.



HQ


Oathkeeper

Spoiler:
To the Dvergars, nothing is more sacred than order and loyalty. In ancient times, a Dvergar status was held only if he was true to his words. His promises, deeds and oaths were carved into stone or metal and kept in temples to his ancestors and library. Those who kept those tablets were charged of making sure that Dvergar held true to his word and punished him if he would not. As time passed those keepers became more and more influential. All written words were kept by them. They knew all secrets and all loyalties. They were the Dvergar greatest sages and savant. They turned into teachers, scientists and councillor. Since the keepers were supposed to be knowledgeable in all areas, they needed to know about sorcery. With time only psykers could become keepers. It was a clever way to isolate them from the rest of their clan, but also use their tremendous power and greater longevity to good use. When the old Iron Crown was forged, the Oathkeepers, as they were now known, served as the councillors of the kings, commanders of army and also war smiths. It was impossible for a king or Grand Warden to wage war without the support of at least of those venerable Dvergars. There role hasn’t changed much in the new Iron Crown. On the battlefield, they wear splendid armors and powerful weapons. Their Psychic powers allow them to incinerate their enemies or transform the most mundane weapon into a masterpiece of destruction. The death of these mighty and revered leaders is keenly felt in the ranks of the Dvergar and their funeral grandiose for the least of them is a great hero of their society.

Oathkeeper: WS: 5, BS: 4, S: 4, T: 4, W: 2, I: 2, A: 2, Ld: 8, Sv: 3+ pts: 145
Grand Oathkeeper: WS: 5, BS: 5, S: 4, T: 4, W: 3, I: 2, A: 2, Ld: 9, Sv: 3+
Equipment: Adamantium Plate, Runes of Defiance, Keeper’s Warhammer, Short Thunderer

Special Rule: Hatred (Space Wolves), Ponderous, Dwellers in the Dark, Psychic Mastery 1, Grand Smith, Guardian of Oath, Independent Character

Grand Smith: Oathkeepers are savants who know the secret of all metal from simple iron to the more esoteric adamantium or gromril. Their alchemical runes and circles can transform a simple object into a masterpiece. Select one unit or vehicle in your army. It has been granted alchemical runes from the Oathkeepers and can consider a single weapon of your choice (it must be the same for all models) on each model to be Mastercraft.

Guardian of Oaths: Oathkeepers are those in charge of the codification of all the laws, edicts and history of the Iron Crown. As such their presence on the battlefield gives the impression to all that their deeds will be recorded in history. As long as he is on the board, all units of the Iron Crown can reroll a single failed leadership test per battle. Should the Oathkeeper be killed, he gives off a victory point to the opponent or two should he be the Warlord of the army.

Unit Composition: 1 (Independent Character)

Upgrade:

The Oathkeeper or Grand Oathkeeper can exchange his Short Thunderer for a Hand Flamer for (5 pts) or a Magma Dart for (10 pts)

The Oathkeeper or Grand Oathkeeper can exchange his Adamantium Plate for an Adamantium Full plate for (15 pts)

The Oathkeeper can increase his Psychic Mastery to 2 for (15 pts)

Oathkeepers and Grand Oathkeepers can select their psychic powers from the following discipline: Pyromancy, Alchemy and Divination

The Oathkeeper can be promoted to a Grand Oathkeeper, who has a Psychic Mastery of 3 for (40 pts)

The Grand Oathkeeper can exchange his Adamantium Plate for a Gromril Full Plate for (40 pts)

The Oathkeeper and Grand Oathkeeper can take an Iron Chariot as a Dedicated Transport

The Oathkeeper or Grand Oathkeeper can take a single Treasure from the Vault.



Grand Warden

Spoiler:
Grand Wardens are the supreme authority of the Dvergar society just bellow the kings, but in practice, a few Grand Wardens do outstrip in power some kings. They are mighty warriors and generals who have risen through the ranks of their Clan and Grand Clan thanks to their warrior prowess, their ability to command men, their personal riches and an immense lust for power. The life of a Grand Warden is dangerous, but comes with great reward. If he manages to keep is position by gaining a steady amount of victory, staying true to his oaths and defeat in honor duels enemies and rivals, the Grand Warden will be covered in riches and glory. At the end of his life, his portrait could be added to the halls of heroes of his Clan and become an almost god-like figure to whom people would look up to and pray to receive guidance or strength. In addition to their role of generals, Grand Wardens are also the daily administrator and official figure head of their Grand Clan. They make sure their fortresses are intact, their slave toiling in silence and efficiently and their potential warriors train rigorously. On some occasion they can serve as emissaries to the vassals of the Iron Crown or rivals, but this is a responsibility they share with Oathkeepers. On the battlefield, Grand Wardens terrifying warriors who can display all they skills and power a century old Dvergar can acquire. Only the strongest champions of the other races can hope to best them in single combat.

Grand Warden: WS: 6, BS: 5, S: 4, T: 4, W: 3, I: 2, A: 4, Ld: 9, Sv: 2+ pts: 120
Equipment: Adamantium Full Plate, Mastercraft Short Thunderer, Mastercraft Close Combat Weapon, Blasting Charge

Special Rule: Hatred (Space Wolves), Ponderous, Dwellers in the Dark, War Trophy, Independent Character
Unit Composition: 1 (Independent Character)

War Trophy: Grand Wardens are great warriors and commanders. They are the right hand man of the kings and the most experimented and fierce warriors of the Dvergar race. They gained their position and prestige by challenging and defeating the heroes of the enemy races. Their exploits are a source of pride for their subordinates. A Grand Warden must issue and accept challenges whenever he can. If he wins his challenge, all units within 6’ of him gain an extra attack for the rest of the round. If the defeated enemy was the Warlord of his army, the range is extended to 12’ and he brings back an extra victory point. Should the Grand Warden be killed in a challenge, all units within 6’ and still engaged in close combat at the end of the assault phase are considered to have lost it . They must make a leadership test like usual in those cases. If the Grand Warden was the Warlord of the army, the range is extended to 12’.

Upgrades:

The Grand Warden can exchange his Mastercraft Short Thunderer for a Mastercraft Hand Flamer for (5 pts) or a Mastercraft Magma Dart for (10 pts)

The Grand Warden can exchange his Mastercraft Close Combat Weapon for a Mastercraft Power Weapon for (10 pts), a Mastercraft Dvergar Warhammer for (5 pts) or a Mastercraft Dvergar Power Maul for (20 pts)

The Grand Warden can take Defiance Runes for (10 pts) or a Gromril Shield for (25 pts)

The Grand Warden can exchange his Adamantium Full Plate for a Gromril Full Plate for (45 pts)

The Grand Warden can take a single Treasure from the Vault.

The Grand Warden can take an Iron Chariot as a dedicated Transport




Clan Warden Ring

Spoiler:
Grand Wardens are not always present on the battlefield. In fact, in most minor and massive battle the commanding role isn’t held by any single Dvergar. Since the Iron Crown army is organised in semi-independent clans, the chain of command can be pretty deep if not downright heavy. At the head of each clan there are a certain number of Grand Protectors at the top of them all, Wardens. To command an army that might draw forces from a few clans, the Wardens will unite in a single Ring and assign to each one of them a specific command position forming a fully operational headquarter. Seeing a full Ring worth of Dvergar heroes, all of them representing a Clan is an extremely motivating view for all warriors of the Iron Crown. Any single Warden is a mighty warrior in his own right and he will inevitably wear proudly the colors of his Clan and some of its most prized weapons. Very little foe can resist their almost invincible charge or break them down. Lesser warriors instinctively fight harder in their presence and jubilate at their calls for order and ferocity. To be noticed by your Clan Wardens is one of the easiest way to gain advancement within the Dvergar society. The relationship between Wardens and Grand Wardens can be difficult. Wardens have usually more loyalty from their troops due to stronger and older oaths, but Grand Wardens have won greater honors and are certainly richer and more famous. When the two compete against one another, it can devolve into disorder and earn sanctions from Oathkeepers, but when they are cordial, it transforms any Dvergar world or army in a finely tuned machine.

Clan Warden: WS: 5, BS: 5, S: 4, T: 4, W: 2, I: 2, A: 3, Ld: 9, Sv: 2+ pts: 70 per model
Equipment: Adamantium Full Plate, Short Thunderer, Close Combat Weapon, Blasting Charge

Special Rule: Hatred (Space Wolves), Ponderous, Dwellers in the Dark, Living Clan Banners, Champion of the Dvergars

Living Clan Banners: A Clan Warden Ring is a very impressive display of power and unity. The entire Dvergar forces will look up to them knowing thy represent the best of them all and a potent symbol of unity and martial prowess. All Circles, Rings or vehicle within 12’ of them gain the Preferred Enemy (all) Special Rule and count as scoring an extra point for close combat resolution.

Champions of the Dvergars: All Clan Wardens are Dvergars of heroic stature and deeds. They are all ready to step into any challenge to prove their worth and gain prestige. All member of the squad can accept or issue challenges. There can only be one challenge per combat though.

Unit Composition: 5 (Infantry)

Upgrades:

Any Clan Warden can exchange his Short Thunderer for a Hand Flamer for (5 pts) or a Magma Dart for (10 pts)

Any Clan Warden can exchange his Close Combat Weapon for a Power Weapon for (10 pts), a Dvergar Warhammer for (5 pts) or a Dvergar Power Maul for (20 pts)

Any Clan Warden a Gromril Shield for (25 pts)

Any Clan Warden can exchange his Adamantium Full Plate for a Gromril Full Plate for (30 pts)

One Clan Warden can take a single Treasure from the Vault.



Grand Oathkeeper Durem of the dead clan Kraon, the Doom Crow

Spoiler:
Of all the Oathkeepers of the Iron Crown, none has a reputation that can match that of Grand Oathkeeper Durem. He is the eldest member of their Order and certainly the most wise and powerful, yet he is feared and numerous are those who actively tries to avoid him. Durem was born in very strange circumstances. In the margins of Black Rock dukedom, a Strike Force of Ulthwé attacked his home while he was still an infant and killed every single living soul in it. Attacks of such violence by the Eldars are rare and it seems that they prepared for a meticulous extermination of all Dvergar in the fortress. The entire Great Clan Kraon, tens of thousands of Dvergars, was destroyed. He was the sole survivor. He was retrieved by Drucci Skirmishers who were the first to intervene and help the doomed clan. The young boy was brought to Evanestyr to be healed before being sent back to Black Gate. Durem, the sole survivor and an orphan, was to be raised by the Oathkeepers and its with surprise and joy that they realise that he had the gift of psychic powers. These quickly grew in strength. He quickly became known for his divination skills, but they came at a price. All his mentors died in tragic fashion. One was murdered by slave, another fell mysteriously ill, another was killed while possessed by a daemon, the fourth one died in a forge accident and the fifth one slain on the eve of a great victory by some lowly gretchin with an old gun. Those he served frequently faced misfortune or setbacks, all of them predicted by Durem. He became known as the Doom Crow as he would rasp the doom and gloom of many. His appearence became subject of rumor, his absence of beard and palid skin were seen as a mark of death. This made him very unpopular if not downright hated. None could tie him, even indirectly to the subject of his predictions, but he still appeared suspicious. He comes and goes in Dvergar territory, warning leaders of dangers, predicting catastrophes and setbacks. Those who listen to him carefully can avoid the worse, but those who would persist or take offense of his advices are end in the same way. For a Dvergar to survive the predictions of the Doom Crow, he needs to be humble and that’s the trait the least representative of all Dvergars. Recently, Durem has been moving around a lot, helping prepare the Iron Crusade, but he also turned his gaze to an approaching danger he refers only as Charybdis. He has secreatly assembled a coalition to tackle the approaching monster.

Grand Oathkeeper Durem: WS: 5, BS: 5, S: 4, T: 4, W: 4, I: 2, A: 3, Ld: 10, Sv: 2+, pts: 220
Equipment: Adamantium Full Plate, Mastercrafted Keeper’s Warhammer, Magma Dart, Runes of Defiance, Blasting Charges, Stone of Death

Special Rule: Hatred (Space Wolves and Eldars), Ponderous, Dwellers in the Dark, Psychic Mastery 4, Grand Smith, Guardian of Oath, Doom Crow, Independent Character

Doom Crow: Durem is a powerful oracle, but one that brings only the worst news. As such, he is associated with bad luck even if his powers are the key to resolve the situation. He is never the Warlord of the army since he serves as a councillor, but he saps the moral of those around him. All units within 6’ of him lose one point of Leadership as they are suspicious of Durem.

Unit Composition: 1 (Unique Independent Character)

Option:

Grand Oathkeeper Durem can select his Psychic Powers from the following Discipline: Alchemy, Divination, Pyromancy, Telepathy

Stone of Death: This strange stone is a gift from the Druccis to the young Durem. Its now imbedded in his Keeper’s Warhammer. With it, he can choose to ignore a single wound inflicted on him per round OR to inflict one extra wound with any of his attack be it close combat, range or psychic once per round. Instead of using it on himself, he can use it on any model in the unit he joins. He also gains the Eternal Warrior Special Rule.



Task Master Grizolg of the High Clan, the Spiteful

Spoiler:
The Iron Crown success rest upon a brutally enforced system of loyalty and obedience to one’s clan, suzerain and empire. This brutality isn’t a mistake or a cultural flux, it’s a meticulously thought out feature of the Dvergar social order. It’s reasoned, defended and lauded all throughout their history. With violence, threat and suspicion there can be no order for all Dvergars are self motivated first and foremost. Amongst those who impose order through fear, there is one that is more feared and respected than all others. Grizolg the Spiteful is an old Dvergar of unimpressive strength and constitution. He has one arm shorter than the other after he was severely injured in battle against the orks. He lost an eye and his skull was deformed by a boltgun shell from a Sister of Battle. He has a bad limp due to a hip injury when a Genestealer tried to rip him apart. His flesh has been severely burned by traitorous Dvergars. He was stabbed by Eldar daggers multiple times and grenade shrapnel are imbedded in many of his bones. Yet, he moves on and all those who inflicted these wound died for what Grizolg lacks in brute strength, he gains in sheer hate and determination. He is a frightening Dvergar for this. His incredible intellect also makes him a peerless strategist and a great commander. Wherever he walks eyes look to the ground and bodies go back to work and combat. When his raspy voice is heard, all obey. Very few Grand Warden would dare contradict him for the old Task Master knows all their weaknesses. No one can lie to him without getting caught and those who are foolish enough to even try pay it dearly. Of all the Task Masters, he his the greatest, his loyalty to the High Clan, the organ of control of the Council of the 13th is absolute. Any army that is under the whip of Grizolg will perform extremely well and win great victory and offer no reward to the Warlord at its head. Grizolg did played his role during the Iron Crusade and is now close to beat the logevity record for a Dvergar. Most impressive, while he has been moved to the back line, he can still fight harder than most Dvergar.

Task Master Grizolg: WS: 5, BS: 4, S: 3, T: 5, W: 4, I: 1, A: 2, Ld: 10, Sv: 2+ pts: 175
Equipment: Adamantium Full Plate, Mastercraft Overseer Bladed Whip, Mastercraft Thunderer, Blasting Charges, Runes of Defiance, War Horn

Special Rules: Ponderous, Crippled, Dwellers in the Dark, Toil for the Iron Crown, Battle Call, Zealot, Adamantium Will, Voice of Authority, It Will Not Die, Feel No Pain (5+) and Independent Character

Crippled: Grizolg is an old beaten warrior. He suffers from many injuries that makes his movement difficult. He always moves as if he was moving through cover and roll one less dive when he actually move through real one.

Voice of Authority: Grizolg authority and knowledge is such that he can take 3 benefits from the Toil For The Iron Crown list and can use Battle Call on any unit of the Iron Crown on the battlefield. But, he lowers the leadership of the Warlord of the army by 2.

Unit Composition: 1 (Unique Independent Character)



Clan Warden Gortrik of Clan Skryre, the Bale

Spoiler:
Amongst Dvergar, Clan Skyre is a suspicious one. They are the only Dvergar Clan whose main fortress isn't in Dvergar territory, but in one of the few remaining planets of the Gnoriks. As such,
they live and control lands inhabited by vassals of the New Iron Crown and they have benefited strongly from it. Clan Skyre is known for their warriors armed with sophisticated Gnorik weapons like the Bale rifle. Their leader is the Clan Warden Gortrik and unlike all clans of its size, he doesn't have to share his power title with anybody else as all of his rivals were met with untimely demise at the hands of assassins or mysterious disease. Many Grey Lords were accused of those crimes, but now that the dust has settled, it seems clear that the one who benefited the most from those death is Gortrik himself.
The Warden of Clan Skyre was born of lowly standing but raised quickly through the ranks thanks to his vicious intelligence and the fact he was noticed both by a powerful Grey Lord and by the eldest Warden of his clan who took him under his wing. He served as an envoy to the Gnorik, gaining their trust and learning their way of war. This gave him a chance to lead raids against the Imperium and secret attacks against rival Clans almost all were success and those who turned into failures always had another culprite on which the blame could be thrown. Its during those raids that Gortik gained his title of the Bale for his masterful use of Bale weapons and his incredible cruelty toward the enemy. Few are those who wish to be taken prisonner or worse be interrogated by Gortrik for he is master of pain like few others. Some say he revels in it to a sickening level. Those few warriors who disapointed him are also at risk of facing his immense cruelty. Gortrik earned his title of Warden shortly after the death of both his benefactors. To make his bid to the title of Warden he promessed to his Grand Warden a victory over the Imperium and over 100 000 slaves, 10 of which were going to be Space Marines, an awesome prize.
Gortrik found his mark in a pilgrim fleet escorted by a few veteran Space Marines who were making a journey to burry their captain on holy ground. His surprise assault was perfectly executed and the poor pilgrims and Space Marines found themselves forced to surrender when the corridors of their ships were completly irradiated by Bale weapons. In recent years, Clan Skyre and its Warden are used as terror weapons, attacking almost defenceless Imperial worlds, bringing slaves and reducing the moral of the enemy for the next push of the Iron Crusade.


Clan Warden Gortrik: WS: 5, BS: 6, S: 4, T: 4, W: 2, I: 3, A: 4, Ld: 9, Sv: 2+, pts: 130
equipment: Adamantium Full Plate, Mastercrafted Bale Long Rifle, The Death Scythe, Bale Shield, Blasting Charges

Special Rules: Hatred (Space Wolves), Ponderous, Dwellers in the Dark, Living Clan Banner, Rage, Bale Aura, Independant Character

Bale Aura: The warlord has bath in Bale radiation for so long that his own body now emits it. All Bale Weapons can reroll fail to wounds

The Death Scythe:This strange weapon was a gift from Gnorik vassals to Gortrik. Its a long cackling Bale Blade with a Magma dart mounted on it. It's a terribly deadly weapon. It's a weapon with the following profiles, range: 12, S: 6, AP: 1, Melta or range: -, S: +2, AP: 2, Bale, Requires Two hands



Supplementary HQ


Torok Berserker (0-1)

Spoiler:
Torok Berserkers are the greatest heroes and leaders of the Torok race. They are enormous, strong and ferocious for a race known to possess a high quantity of each of those characteristic. Despite their appearance and savagery in combat, they can be wise leaders and cunning commanders. Rorak the Unbowed, the greatest of them all, was not only known to be capable of defeating an army by himself, but also for being a clever general, capable of besting those of the Dvergars on several occasions and always capable of knowing when someone lied to him. In the Torok language, Berserker can be roughly translated to “second skin”. It might refer to the spiked armored made out of fallen rival bones and scales that all Berserkers are wearing, but also to this two contradicting attitude of pure savagery and strength vs great wisdom and leadership. While Toroks all have great respect for Dvergar leaders and loyalty to the Iron Crown, they still view their Berserkers as the epitome of their race. As such they have an almost supernatural level of command over their kin in peace time. On the battlefield, Torok Berserker traditionally fight alone, but in view of their forces. They use their incredible speed and ferocity to hack and slash their way through lesser foes. Stories of Berserkers smashing through mobs of Ork Nobz or Space Marines like if they were nothing more than children are frequently told and frequently true. To stop a Torok Berserker, better use heavy artillery, and lots of it, says the veteran Guardsmen.

Torok Berserker: WS: 6, BS: 3, S: 6, T: 5, W: 5, I: 4, A: 5, Ld: 9, Sv: 3+ pts: 195
Equipment: Torok Berserker Armor, Power Weapon, Torok Spiked Shield, Torok Javelin

Special Rules: Regeneration, Dwellers in The Dark, Hammer of Wrath, Fear, Rage, Furious Charge, Rampage, Fleet, Very Bulky, Independent Character.

Unit Composition: 1 (independent Character)

Upgrades:

The Torok Berserker can exchange his Power Weapon and his Torok Spiked Shield for a Torok Great Axe for (20 pts)

The Torok Berserker can take one extra Torok Javelin for (5 pts)

The Torok Berserker can take a single Treasure from the Vault



Drucci Everstar (0-2)

Spoiler:
Everstars are the mysterious leaders of the Drucci race. These alluring and mysterious figures are those gifted with psychic powers. They are all gifted with incredible combat skills too, capable of defeating even the heroes of other races despite their small size. They rarely speak but when they do, their words have an hypnotic quality. To the Drucci, Everstars are even above their princesses in status. They are of noble blood and the guardians of their remaining Everstar Gem, the psychic repository of their history, thoughts and culture. As such, each Everstar is permanently imbued with the knowledge, the skills and even some personality traits of their distant ancestors. They know some of the greatest secrets of the Galaxy and have the personal skills necessary to protect them. In the Drucci society, Everstars serves as priesthood, but also mediators between princesses and teachers for those Drucci who must learn warfare and the greater arts of dance and music. On the battlefield, they lead their fellow sisters in combat in almost utter silence, transmitting their orders through telepathic commands or simple gestures. Their psychic powers manifest in enhancing their troops by melding them in shadow or protecting them in supernatural light all the while attacking their enemies. In combat, fighting an Everstar is fighting a wisp of shadow that strike with the speed of light. One would be foolish to underestimate them for their skills and speed rivals that of any Eldar champion.

Everstar: WS: 6, BS: 6, S: 2, T: 2, W: 3, I: 7, A: 3, Ld: 9, Sv: 4+ pts: 55
Equipment: Sylthrin Plate, Twilight Bow, Twilight Sword, Flash Grenade

Special Rule: Dwellers in the Dark, Swift as Shadow, Stealth, Scout, Psychic Mastery 1, Adamantium Will, Quicksilver, Independent Character

Unit Composition: 1 (Independent Character)

Upgrade:

The Everstar can take an extra Twilight Sword for (5 pts)

The Everstar can take a Circlet of Life for (25 pts)

The Everstar can increase her Psychic Mastery to 2 for (15 pts)

The Everstar can select her Psychic Powers from the Following Discipline: Twilightmancy, Telepathy

The Everstar can take a single Treasure from the Vault



Task Master (0-1)

Spoiler:
Dvergar Kings are always a bit paranoid about the loyalty of their Grand Wardens and Wardens. It’s not without cause. They are the leaders of their army and those whose legends and exploits are told in the great halls of the Dvergar Fortresses. Kings are more remote figures and their victories and exploits, older affairs. To insure loyalty and order, Dvergar kings used the same strategy than their subordinates. If Overseers are used to insure loyalty of the Protector and Grand Protector, Task Masters are used to do the same for the higher echelon of the hierarchy. Much like Overseers, Task Masters are brutal Dvergars who tolerate no sign of disorder or weakness. They are fearsome warriors in their own right, but, unlike overseer, their brutality and cruelty must be tempered by the fact they operate at a much higher level. It serves nothing to whip a Warden and it might even kill him. Task Masters use force only to seize authority of the messengers and other aides that surround Dvergar leaders. They then use them to operate changes in strategy and methods to insure victory or simply oversee the work of those leaders. Of course, their great intelligence and intimate knowledge of strategy and logistic makes them valuable assets to any confident Dvergar leader. Task Masters are quick to give advice for they prefer cooperation and manipulation to direct confrontation. The fear of “disappointing” a king or a similar figure of power is a strong stimulant for many Dvergar warlords. The only disadvantage of the Task Master is that the troops are quick to recognise who is the real power behind an army when they look at the hard, old, smirking visage of the Task Master.

Task Master: WS: 4, BS: 4, S: 4, T: 4, W: 3, I: 2, A: 3, Ld: 9, Sv: 2+, pts: 50
Equipment: Adamantium Full Plate, Short Thunderer, Overseer’s Bladed Whip

Special Rule: Ponderous, Dwellers in the Dark, Toil for the Iron Crown, Zealot and Independent Character

Toil for the Iron Crown: Task Masters are the envoys of the Council of the 13th kings. As such, they belong only to the High Clan and respond only to the Council or the High King himself. They serve as spies for the kings and keep close tabs on Grand Warden to prevent treachery or unchecked ambition within their ranks. They are also master strategists, logisticians and politicians. As such, they assist Grand Wardens in their battle preparation to insure victory. Each Task Master can select one of the following trait before deployment. You cannot take two Task Master with the same trait, but you can take several ones in which case all traits apply. For each Task Master on the table, the Warlord Leadership is reduced by 1 to a maximum of -2 as Task Masters inevitably sap his authority and prestige. Task Masters can’t be Warlords.
I have Prepared Your Reserves: The Army gain a bonus of +1 or -1 to each reserve roll at the player discretion.
I Sent Scouts Ahead: D3 Units or a single Battle Clan can Outflank at the beginning of the Battle.
I Revised your Battle Plans: The Army can seize Initiative on a 5+. You can steal the Initiative with this trait even if you are using a Great Battle Clan Formation.
This Objective is Capital: The Army Scores one extra Victory for one of the following objective: Line Breaker, First Blood OR Slay the Warlord.
I Took to Liberty to Motivate the Troops: All Models with the Hatred (Space Wolves) Special Rule can replace it for Hatred (all)

Unit Composition: 1-3 (Independent Character, deploy separately)

Upgrades:

The Task Master can replace his Short Thunderer for a Hand Flamer for (5 pts) or a Magma Dart for (10 pts)

The Task Master can take a War Horn for (10 pts)

The Task Master can take Defiance Runes for (10 pts)

The Task Master can take an Iron Chariot as a dedicated transport



Elites


Magmadroth Warriors Ring

Spoiler:
Dvergars view flame weapons as particularly sacred and important. In their mythology, flame is the essence of the soul and death by burning consume the soul just like the body. As such, it is a feared and revered weapon. Those who wield flamers are known to be amongst the most loyal and trusted Dvergars in their Circle or Ring. Magmadroth Warriors are veterans and elite warriors who proved worthy and honorable enough to pass through the Trial of Fire, an ancient ritual in three parts. In the first one, the Dvergar must show his courage and mastery of his fear of flames by walking through a pyre. In the second part he must show his determination and resistance by resisting multiple branding sessions on various part of his body. In the last one he must kill with a simple Dvergar Warhammer a juvenile Magmadroth, a fire breathing monster that the Dvergar sometime raises or at least protect. Should they be successful, they receive the title of Magmadroth Warriors and will be granted the honor of wielding a Great Dragon’s Breath, a powerful weapon capable of incinerating hordes of foes. Amongst their clan, they form a vanguard forces as well as terrifying enforcer should revolt arise. Magmadroth Warriors are known for their piety and respect toward their sacred element and their ancestors. As such, they are tasked to protect the shrines of the Oathkeepers.

Magmadroth Warrior: WS: 4, BS: 4, S: 4, T: 4, W: 1, I: 2, A: 2, Ld: 7, Sv: 2+, pts: 40 per model
Magmadroth Protector: WS: 4, BS: 4, S: 4, T: 4, W: 1, I: 2, A: 2, Ld: 8, Sv: 2+
Equipment: Adamantium Full Plate, Dvergar Warhammer, Great Dragon’s Breath, Blasting Charges

Special Rules: Hatred (Space Wolves), Ponderous, Dwellers in the Dark, There Will Be Order, Scout and Character (Wyrm Warrior only)

Unit Composition: 5

Upgrades

One Magmadroth Warrior Must be promoted to the Rank of Wyrm Warrior for (5 pts)

The Magmadroth Protector can exchange his Dvergar Warhammer for a Dvergar Power Maul for (12 pts)

The Ring can take a Crawler as a Dedicated Transport



Shieldström Warrior Circle

Spoiler:
Shieldström is the title given to kinsmen who were awarded for their bravery and for saving their superior lives in a direct fashion either by killing assassins, taking blows in their stead or fighting on their behalf in challenges. As a reward for their heroic and loyal deeds, their Grand Warden or perhaps even their king elevated them into a new position. They are now the personal bodyguard and elite warriors of the Grand Warden and will follow them everywhere they go. They are also afforded a mighty and rare Gromril Full Plate that makes them almost impossible to kill without the very best anti-tank weapons. Under the Grand Warden tutelage, they perfect their combat technic. A Shieldström is very well respected in Dvergar society due its riches, but also as Honor and Royal Halls guard. The most precious sites on any Dvergar planet will be protected by them which is an enormous mark of confidence in both their skills and the strength of their oaths. On the battlefield, they have the well deserved reputation of being the most sturdy and skilled warriors of the Dvergar race. Each one of them is thought to have all the decades of rigorous training and mighty physical attributes to kill any challengers. Their skills are frequently demonstrated in Dvergar Colosseum where they fight each other or warriors of other races. The sight of their finely decorated armors and shields are more than enough to make a crowd go wild and their enemy tremble.

Shieldström Warrior: WS: 4, BS: 4, S: 4, T: 4, W: 1, I: 2, A: 2, Ld: 7, Sv: 1+, pts: 50 per model
Shieldström Protector: WS: 4, BS: 4, S: 4, T: 4, W: 1, I: 2, A: 3, Ld: 8, Sv: 1+
Equipment: Gromril Full Plate, Gromril Shield, Power Weapon, Blasting Charge

Special Rule: Hatred (all), Ponderous, Dwellers in the Dark, There Will Be Order and Character (Shieldström Protector only)

Unit Composition: 5-10 (Infantry)

Upgrades:

One Shieldström Warrior must be promoted to the rank of Shieldström Protector for (8 pts)

All Members of the Circle can exchange their Gromril Shield and their Power Weapon for a Dvergar Power Maul for (8 pts)

The Circle can take a Crawler as a Dedicated Transport



Shieldshatterer Warriors Ring

Spoiler:
Dvergar method of warfare is that of a slow but steady advance, a short fusillade at low range and a devastating charge to clear the last enemies out. Resistance and strength are the most important quality to make such a strategy work. Should the enemy be particularly dangerous or have access to a good number of fortification, this expose Dvergars to too much dangers, even for them. Shieldshatterers are those warriors who were noted for their incredible accuracy with a variety of weapons. Isolated from their traditional Battle Clans by Wardens and Grand Wardens, they were banded together into their own Ring and received the title associated with it. They then passed a few supplementary trials to determine if they are truly worthy of the new position and prestige they were given. Those who failed are sent back and dispossessed as punishment. The Ballistic Trials are simple; it consists in five slightly different tests of accuracy with the sacred weapon of their Circle: The Ballista. This weapon is a long range anti-tank weapon that can also be used to target high priority targets thanks to its sophisticated magma charged missiles. They can shatter any form of formation or fortification. It takes great strength to transport it efficiently and Shieldshatterer Warriors are known to be incredibly strong and relentless. Having the duty to provide covering fire at long distance makes them some of the most respected warriors in any Dvergar army.

Shieldshatterer Warrior: WS: 4, BS: 4, S: 4, T: 4, W: 1, I: 2, A: 2, Ld: 7, Sv: 2+, pts: 50 per model
Shieldshatterer Protector: WS: 4, BS: 4, S: 4, T: 4, W: 1, I: 2, A: 2, Ld: 8, Sv: 2+
Equipment: Adamantium Full Plate, Ballista, Dvergar Warhammer, Blasting Charges

Special Rule: Hatred (Space Wolves), Ponderous, Dwellers in the Dark, There Will Be Order, Relentless and Character (Shieldshatterer Protector only)
Unit Composition: 5

Upgrade

One Shieldshatterer Warrior must be promoted to the rank of Shieldshatterer Protector for (5 pts)

The Shieldshatterer Protector can exchange his Dvergar Warhammer for a Dvergar Power Maul for (12 pts)

The Ring can take a Crawler as a Dedicated Transport



Torok Ironbreakers Circle

Spoiler:
Toroks are powerful warrior who go to battle organised in loose band of warriors related by blood or strong oath of friendship. In this, they are very similar to their Dvergar suzerain. Each warrior was originally supposed to build his own weapon and armor. Since their entrance in the Iron Crown, Dvergars assume the role of war smiths for them. Ironbreakers are the heart and soul of every Torok forces. These massive warriors are those who displayed the greatest strength, speed and aggressively. They trained and were raised almost exclusively to fulfil this role and couldn’t be happier for it. For them, it’s a chance to become a legend worthy of Rorak the Unbowed, but also to claim a wife, who are notoriously picky and much less numerous than males. A single one of them is easily worth an entire squad of lesser soldiers. Clad in Adamantium Full Plate and armed with Power Mace and short spiked shields and gauntlets, they can weather the most intense firepower and break apart even the most elite enemy troop. Some of them even carry explosive tipped javelin, a traditional weapon of the Toroks that can make them dangerous at short distance. Stopping a charge of Ironbreakers is a feat worthy of legend and attempting it, without armored support, an act of pure stupidity. Ironbreaker Huskarl are powerful leaders who could very well become a Torok Berserker and lead entire armies to glory.

Torok Ironbreaker: WS: 4, BS: 3, S: 6, T: 5, W: 3, I: 3, A: 3, Ld: 7, Sv: 2+ pts: 68 per model
Ironbreaker Huskarl: WS: 5, BS: 3, S: 6, T: 5, W: 4, I: 3, A: 4, Ld: 8, Sv: 2+
Equipment: Adamantium Full Plate, Power Mace, Close Combat Weapon

Special Rule: Regeneration, Dwellers in The Dark, Hammer of Wrath, Fear, Furious Charge, Very Bulky, Character (Ironbreaker Huskarl only)

Unit Composition: 3-6 (Infantry)

Upgrades:

One Torok Ironbreaker can be promoted to the rank of Ironbreaker Huskarl for (20 pts)

The Ironbreaker Huskarl can replace his Power Mace and Close Combat Weapon for a Torok Grand Axe for (20 pts)

All members of the Circle can take a single Torok Javelin for (5 pts)

All members of the Circle can exchange their Close Combat Weapon for a Torok Spiked Shield for (8 pts)

The Circle can take a Crawler as a Dedicated Transport



Drucci Sylthrin Guardian Circle

Spoiler:
The Drucci way of war relies on speed, stealth and agility. Their warriors are gifted and well armed which has allowed them to survive and prosper for eons. Yet, when they first fought the Dvergars and later the Imperium, they saw one of their greatest weakness exposed. When faced with heavily armored vehicles, they have very little weapons to allow them to triumph against such enemies. Despite their high level of training and their speed, the frail bodies of the Drucci remains their greatest weakness. To overcome such challenges, Drucci built taller and stronger version of their greatest princesses and Everstars in Sylthrin, armed them with their most sophisticated weapons and animated them thanks to a complex artificial intelligence enhanced by being imbued with an Everstar Gem energy, thus granting a portion of the greatest Drucci warriors knowledge and will to the machine. These light war walker have all the strength of the Drucci Skirmishers and Shadow Dancer, but none of their weaknesses. They can move around the battlefield at extreme speed and even blink in and out of realspace thanks to a Webway teleporter. Its sword is capable of cutting through most tanks while beams of seering ligh or dark light can be shot from wrists mounted weapons crystal weapon. Its Sylthrin armor provides it with excellent protection without slowing it down at all. All the elegance and speed of the Drucci can be found within those engines of war and they can provide with excellent support Dvergar Iron Golems by quickly dispatching flanking units.

Drucci Sylthrin Guardian: WS: 5, BS: 5, S: 5, Armor: F: 11, S: 11, R: 11, I: 5, A: 3, HP: 2, pts: 145
equipment: Sylthrin Armor, Webway teleporter, Light Sword, Seering Light Crystal, Dark Light Crystal

Sylthrin Armor: The extraordinary property of Sylthrin provides the walker with a 5+ invulnerable save

Webway Teleporter: This short range teleporter allows the walker to move like Jump Infantry and Deep Strike without scatter chance at the beginning of the game should it wish to do so.

Special Rule: Walker, Adamantium Will, Fleet, Hit and Run

Unit Composition: 1-3 (Walker)

Upgrade:

The Drucci Sylthrin Guardian can exchange either of his Seering Light or Dark Light Crystal for another Seering Light or Dark Light Crystal for free

The Drucci Sylthrin Guardian can take any upgrade from the Dvergar Foundries for the appropriate cost



Troops


Dvergar Battle Clan (1 Kinsmen Ring, 2-4 Dvergar Warriors Circle, 0-1 Overseer Ring)

Spoiler:
Dvergar Warriors are organised in Battle Clan. Each warrior comes from a single extended family with its most prestigious members being attributed the rank of Kinsmen, Protector or Grand Protector. Each Clan is responsible to furnish at least one Battle Clan. They are also responsible for the training and the equipment of the individual warriors which must meet a minimal standard. All warriors must have an adamantium plate armor capable of turning even light artillery shell away and make a mockery of light weapons in addition to a thunderer, a short muzzle, heavy rifle that shoots at good pace powerful solid shells capable of knocking down a Dvergar Warrior should he not be killed or injured. Dvergar Warriors are traditionally selected amongst the young, vigorous and aggressive members of their Clan, women only rarely become warriors as they are traditionnaly craftsmen. They train under their elders’ tutelage and iron discipline for a few years before being allowed to wear the color of their clan and of the Iron Crown. On the battlefield they are slow, but almost impossible to stop foes. Their weapon, though short ranged, are capable of killing even monsters and in close combat, Dvergars can easily kill a man or an ork thanks to their impressive strength and resistance especially when they use their famous Warhammer.

The best and most experimented Dvergar Warriors can become Kinsmen who have the duty to protect their leaders and form a more elite core of warriors. They are frequently recognisable at their superior size, numerous scars and foul temper. The Protector and Grand Protector themselves are veteran warriors who have achieved a certain renown within their clan. As such, they are attributed a command position where they can direct the younger warriors and achieve greater glory by defeating enemy elites and leaders. Kinsmen, Protector and Grand Protector hold a status comparable to that of the little noblety on many Imperial planet. These expert Dvergar Warriors are amongst the most fearsome opponent one can fight, but are not quite the peak of the Dvergar military capacity.

Overseers and their Enforcers are elements foreign to the Clan, but almost essential to the good conduct of a Battle Clan. They are assigned by Grand Wardens or other figure of power in the Greater Clan to insure discipline and loyalty from its smaller constituent part. Overseer are ruthless warriors born and raised to be perfectly loyal to the Greater Clan and mighty warrior and leaders. They are recruited amongst the abandonned and orphaned children of the Iron Crown as to make sure their only loyalty will be to their benefactor. As such they are also forbidden to marry and have children with a rare few exception. Their iron fisted discipline helps keep the Dvergar Warriors highly motivated and efficient. Should the need arise, they can supress dissidence, punish weakness and exalt strength and loyalty. A Battle Clan with a good Overseer and Grand Protector is almost impossible to defeat.


Kinsmen Circle

Kinsmen: WS: 4, BS: 3, S: 3, T: 4, W: 1, I: 2, A: 1, Ld: 7, Sv: 3+, pts: 11 per model
Grand Protector: WS: 5, BS: 4, S: 4, T: 4, W: 2, I: 2, A: 2, Ld: 9, Sv: 3+
Equipment: Adamantium Plate, Thunderer, Short Thunderer, Dvergar Warhammer, Blasting Charges

Special Rules: Hatred (Space Wolves), Ponderous, Dwellers in the Dark, There Will Be Order, Clan Leader and Character (Grand Protector Only)
Unit Composition: 5 (infantry)

Clan Leader: Grand Protectors are amongst the leaders of any Dvergar Clan. Their authority is unquestionable and they deserve the uttermost obedience. As a living symbol of their clan, they inspire bravery and pugnacity in their subordinates. While the Grand Protector is alive, all units in the same Dvergar Clan can use his leadership score for all their moral, pinning and fear test. Should the Grand Protector be killed, all units within the same Battle Clan with the exception of the Overseer suffer a permanent malus of 1 to their leadership score. It is cumulative with Battle Call

Upgrades:

One Kinsmen must be Promoted to the Rank of Grand Protector for (24 pts)

The Grand Protector can exchange his Dvergar Warhammer for a Power Weapon for (5 pts) or a Dvergar Power Maul for (10 pts)

The Grand Protector can exchange his Short Thunderer for a Magma Dart for (10 pts) or a Hand Flamer for (5 pts)

Two Kinsmen can exchange their Thunderer for a Magma Lance for (10 pts), a Bale Long Rifle for (10 pts), a Cyclic Thunder for (15 pts), a Dragon’s Breath for (10 pts), a Bombard for (15 pts) or a Wall Breaker for (20 pts)

All Kinsmen and Grand Protector can exchange their Adamantium Plate for an Adamantium Full Plate for (15 pts)

All Kinsmen can exchange their Thunderer for Braces of Short Thunderer for (1 pt) or Bale Rifle for (3 pts)

One Kinsmen can wear a War Horn for (10 pts)

The Ring can take a Crawler as a Dedicated Transport


Dvergar Warrior Circle

Dvergar Warrior: WS: 3, BS: 3, S: 3, T: 4, W: 1, I: 2, A: 1, Ld: 6, Sv: 3+, pts: 8 per model
Protector: WS: 4, BS: 4, S: 3, T: 4, W: 1, I: 2, A: 2, Ld: 7, Sv: 3+
Equipment: Adamantium Plate, Thunderer, Short Thunderer, Close Combat Weapon (Protector Only), Blasting Charges

Special Rules: Hatred (Space Wolves), Ponderous, Dwellers in the Dark, There Will Be Order and Character (Protector Only)
Unit Composition: 5 to 15 (Infantry)

Upgrades:

One Dvergar Warrior must be promoted to the rank of Protector for (10 pts)

The Protector can exchange his Close Combat Weapon for a Dvergar Warhammer for (5 pts), a Power Weapon for (10 pts) or a Dvergar Power Maul for (15 pts)

The Protector can exchange his short Thunderer for a Magma Dart for (10 pts) or a Hand Flamer for (5 pts)

One for every five Dvergar Warrior can exchange his Thunderer for a Magma Lance for (10 pts), a Bale Long Rifle for (10 pts) a Cyclic Thunder for (15 pts), a Dragon’s Breath for (10 pts), a Bombard for (15 pts) or a Wall Breaker for (20 pts)

All Dvergar Warriors can either take a Close Combat Weappon for (1 pts) or a Dvergar Warhammer for (2 pts)

All Dvergar warriors can exchange their Thunderer Braces of Short Thunderers for (1 pts) or a Bale Rifle for (3 pts)

The Circle can take a Crawler as a Dedicated Transport


Overseer Ring

Enforcer: WS: 4, BS: 3, S: 3, T: 4, W: 1, I: 2, A: 1, Ld: 7, Sv: 2+ pts: 20 pts per model
Overseer: WS: 4, BS: 4, S: 4, T: 4, W: 1, I: 2, A: 2, Ld: 8, Sv: 2+
Equipment: Adamantium Full Plate, Short Thunderer, Close Combat Weapon, Overseer Bladed Whip (Overseer Only), Blasting Charges

Special Rule: Ponderous, Dwellers in the Dark, There Will Be Order, Battle Call, Zealot and Character (Overseer Only)

Battle Call: Overseers are ruthless leaders who serve as the representatives of Grand Wardens amongst the lesser clans. They are there to make sure their troops are discipline, loyal and ruthless. These Dvergar are feared for their cruelty, but admired for their bravery and hatred of the enemy. Once per round, at the beginning of the movement phase, the Overseer can make a leadership test. If it’s successful, he can nominate one unit from the same Battle Clan than him within 12’ including his own to receive one of the following Battle Call:
Exterminate those Vermin!: The designated unit can reroll fail to touch rolls in the next Shooting phase OR the next Assault phase.
I Will Teach You Real Pain: The designated unit gain the Feel No Pain (5+) Special Rule for the duration of the round.
Get Back in the Fight: The designated unit will pass all Leadership test for the duration of the round and will rally automatically should it be falling back.
Forward!: The designated unit will gain the Special Rule Relentless for the duration of the round.
If the test is a failure, a model of the player’s choice from the unit targeted is removed from play as a casualty. Should the Overseer be killed, all units in the same Clan with the exception of the Grand Protector will suffer a permanent malus of 1 to their leadership score. It is cumulative with Clan Leader.

Unit Composition: 5 (Infantry)

Upgrades:

One Enforcer must be promoted to the rank of Overseer for (20 pts)

The Overseer can exchange his Short Thunderer for a Magma Dart for (10 pts) or a Hand Flamer for (5 pts)

All Enforcer can exchange their Close Combat Weapon for a Dvergar Warhammer for (2 pts), a Power Weapon (10 pts) or a Dvergar Power Maul for (15 pts)

The Ring can take a Crawler as a Dedicated Transport



Dvergar Dispossessed Circle

Spoiler:
To a Dvergar there is little more humiliating and dangerous than breaking an oath or failing his suzerain. When such an event happens, Oathkeepers, Task Masters, Kings and Overseers must act and punish the transgression. Sometime, floggings, branding and other form of humiliation are sufficient. In other situation death is authorised to pay back the honor of the Dvergar at fault and in some other cases, the punishment needs to be more examplary. The Dvergar becomes dispossessed. He loses, house, family and riches. He is flogged, scared and branded with runes of contempt and reduced to a state comparable to that of slave. He has no clan to protect him or her and no ressources to call his own. Most Dvergar would prefer death to such a condamnation that is irreversible. There only hope is to show themselves servile and determined enough to impress or gain the pity of Dvergar Kinsmen or better and earn at the moment of death a pardon. Such a thing may be purile, but all children born of dispossessed are dispossessed themselves so are those who would show respect to them. A pardon to Dvergar absolve all his dispossessed children, earning them a future. In times of war the best way to obtain a pardon is to fight as an auxiliary unit under the whip of an Overseer. Those who choose to do so have very little chance of achieving any form of glory for they have no right to adamantium and as such must wear primitive steal plate armor that offer much less potection. They cannot afford the same weapons either. Their principal role is to serve as vanguard unit to test the enemy's defense and strategy and, crudely put, catch bullet. Despite all this, Dvergar dispossessed are dangerous foes for they have nothing to lose and all to win from their action. Driven foward by cruel leaders, their own brutality is reinforced and their capacity to kill and triumph objectively barely lower than that of a Dvergar Warrior Circle of similar size.

Dispossessed: WS: 3, BS: 3, S: 3, T: 4, W: 1, I: 2, A: 1, Ld: 6, Sv: 5+ pts: 6
Overseer: Overseer: WS: 4, BS: 4, S: 4, T: 4, W: 1, I: 2, A: 2, Ld: 8, Sv: 2+
Equipment: Steel Plate Armor, Close Combat Weapon, Short Thunderer (Dispossessed Only), Adamantium Full Plate, Short Thunderer Overseer Bladed Whip, Blasting Charges (Overseer Only)

Special Rule: Scout, Dwellers in the Dark, There Will Be Order, Dispossessed, Battle Call, Zealot and Character (Overseer Only)

Dispossessed: No leader of the Iron Crown would fight in the same Circle than the Dispossessed as they are of far to low status to warant such an honor, even Druccis and Toroks shun them as they are well aware of their situation. In no situation can the Dispossessed benefir from any bonus granted by an Iron Crown HQ choice be it a passive bonus like the Living Clan Banner Special Rule, an activated bonus like the War Horn or a psychic power. No independant character can join this unit either. The only exception is the Task Master whose trait can still affect them and who can join them if he wishes and any other unit with the Dispossessed Special Rule themselves. The Overseer of the Dispossessed Circle can only use his Battle Call on his unit. The Circle suffer no leadership penalty at the death of the Overseer, but are still subject to the There Will Be Order Special Rule.

Unit Composition: 10-30 (infantry)

Upgrade:

One Dispossessed must be promoted to the rank of Overseer for (30 pts)

The Overseer can exchange his Short Thunderer for a Magma Dart for (10 pts) or a Hand Flamer for (5 pts)

All Dispossessed can exchange their close combat weapon for a Warhammer for (2 pts)



Dvergar Dispossessed Gladiator

Spoiler:
A dispossessed Dvergar is one that has lost all honor and clanic support. To most, its considered a fate worse than death. The only hope of a Dvergar Dispossessed is to die doing something worthy of recognition and pardon. If most of them end up working as slaves in mines and forges, others attempt to find redemption in a Dispossessed Warrior Circle and the most heroic of them, those who had high status before their brutal fall can attempt to seek a return to glory in an even more dangerous way: in the gladiatorial arenas of the Dvergars. Blood sports are extremely popular in the Iron Crown. In times of peace, warriors uses those events to train and achieve a measure of glory. If the most popular form of blood sport remain beast slaying, duels or team combat are also loved. Its a very dangerous thing to step into the arena. When a dispossessed does so, its always in lethal matches. Those who survived their first few matches, can aspire to gain a measure of celebrity and with it a chance fo redemption. While a gladiator battlefield is first and foremost the stone of the Dvergar Colloseum, many do take to the battlefield when they have the chance. Dvergar Gladiators are extremely dangerous combattant used to fight with all sorts of weapons and against all matter of monsters. Since they aren't allowed to wear heavy armors due to their low status, they must rely on speed and skills to remain alive, but truly its more their incredible capacity to take punishment and injuries and keep on fighting that makes them so deadly. Most Dvergar struggle to gain enough agility to be capable of fighting with so little protection with such efficency. A Dvergar Gladiator can prove to be good monster slayers and duelist should more specialised troops not be available or need support

Dvergar Dispossessed Gladiator: WS: 6, BS: 5, S: 4, T: 4, W: 2, I: 3, A: 4, Ld: 9, Sv: 5+, pts: 40
Equipment: Steel Plate Armor, Brasses of Short Thunderer, Dvergar Warhammer, Blasting Charge

Special Rule: Dwellers in the Dark, Dispossessed, Monster Hunter, Weapon Master, Feel No Pain (5+), Independant Character

Weapon Master: Dispossessed Gladiators are extremely well trained warriors. They know how to fight and win with all weapons or they wouldn't be alive themselves. All their weapons have the Rending Special Rule as they can target all weak point with incredible precision.

Unit Composition: 1-3 (Independant Character, can be deployed individually)

Upgrade:

The Dispossessed Gladiator can replace his Dvergar Warhammer for a Power Weapon (5 pts), a Dvergar Power Maul for (10 pts)

The Dispossessed Gladiator can take a single Explosive Javelin for (5 pts)

The Dispossessed Gladiator can take a Spiked Shield and a Close Combat Weapon for (5 pts)



Drucci Skirmishers Circle

Spoiler:
Drucci combatants had a very similar organisation than those of the Dvergars even before they became vassals of the Iron Crown. They are organised in household. Each household, composed of a few interrelated families, must provide a few warriors, always women as Drucci believe its their duty to protect their own, to defend their interests and their lands. At the head of those Circles are Drucci Princesses. They hold their title to noble bloodlines, but also thanks to their intelligence, skills and bravery for nobility is just as much earned by blood as it is earned by skills in their society. Drucci Skirmishers are trained for war from early infancy and will serve as professional soldiers for their entire life. They train day and night to master swordsmanship with their elegant and perfectly balanced swords, but also archery with their sophisticated bows. All their warriors wear plate armors made out of Sylthrin, a mysterious metal almost as hard as adamantium, but lighter than aluminium. Each House must maintain the armor and weapons of its warrior as well as providing them training ground and material. On the battlefield they move swiftly and in perfect coordination and strike with precision and stealth before vanishing. Thanks to this arduous and extensive training, the rather small and fragile Drucci Skirmisher can be counted amongst the deadliest combatants in the galaxy.

Drucci Skirmisher: WS: 4, BS: 4, S: 2, T: 2, W: 1, I: 5, A: 1, Ld: 7, Sv: 4+ pts: 11 per model
Drucci Princess: WS: 5, BS: 5, S: 2, T: 2, W: 2, I: 6, A: 2, Ld: 8, Sv: 4+
Equipment: Sylthrin Plate, Drucci Bow, Drucci Sword, Flash Grenade

Special Rule: Dwellers in the Dark, Swift as Shadow, Stealth, Scout, Character and Quicksilver (Drucci Princess only)

Unit Composition: 6-20 (Infantry)

Upgrades:

One Drucci Skirmisher can be promoted to the rank of Drucci Princess for (15 pts)

The Drucci Princess can take a Drucci Webway gate for (40 pts)

The Drucci Princess can take a Life Circlet for (15 pts)

All members of the Circle can take an extra Drucci Sword for (2 pts)

All member of the Circle can add the Poison (4+) Special Rule to their Drucci Bow for (2 pts)



Dedicated Transport


Crawler

Spoiler:
The Crawler is a large transport tank that was designed in the same style than the ancient boats and war chariots of Dvergar Antiquity. They are built low to the ground are long, but narrow to allow them to navigate and fight in corridors of fortresses more easily while transporting large Circles or even an entire small Battle Clan of warriors. On its prow sits a small finely crafted and decorated turrets equipped with a powerful Cyclic Thunderer to provide short range fire support. The Crawler is a very well armored tank who, much like the troops it transports, can withstand a fusillade of shots and still move forward. Thanks to its powerful engine and the fact that it doesn’t have an enclosed transport compartment, it can move on the battlefield with good speed. The only weakness of such a tanks it that its long flanks, who are less armored than the prow or the stern of the vehicle, makes it vulnerable to attacks from the flank which are very easy to conduct in open ground warfare unlike in the depth where the vehicle was designed. The size of the vehicle also makes it an easy target for enemy artillery. An armored brigade of Dvergars is still an impressive sight to see. The hulls of the Crawlers are always well decorated and bear the marks and the sigils of their clans. Crawlers deeds and their crew oaths are carved in the hull itself as testimony of their rank and achievements.

Crawler: BS: 3, Armor: F: 13, S: 12, R: 13, HP: 4, pts: 125
Equipment: Turret Mounted Cyclic Thunderer

Special Rule: Open-Top, Transport, Amphibious, Weaker sides

Weaker Sides: The Crawler prow and stern look alike and are very well armored, but the flanks of the vehicle are weaker. As such all close combat attack or any attack that is designed to hit only the weak point of a tank like an explosive mine for example will use the value of the side armor of the Crawler instead of the rear.

Transport Capacity: 15

Access Point: Open-Top Vehicle

Fire Point: Open-To Vehicle

Unit Composition: 1 (transport open-top vehicle)

Upgrades

The Crawler can be armed with 2 extra Turret Mounted Dragon’s Breath for (25 pts)

The Crawler can take any upgrade from the Dvergar Foundries for the appropriate cost.



Iron Chariot

Spoiler:
These vehicles are small personal transports for the great leaders of the Dvergar race. They are squat threaded vehicles that require a single pilot and offer platform from which a Grand Warden, Oathkeeper or king can be seen and fight. They are piloted by trusted and experimented warriors for only respected and privileged Dvergar could be considered “squires” of such nobles. Like all Dvergar vehicle they can trace back their origin from their Antiquity when great warriors were fighting on chariots or on the back of large saurian creatures. The Iron Chariot are their modern counterpart. From them, Dvergar leaders can once again charge into the fray at great speed or direct their troops. The Iron Chariot itself isn’t heavily armed and can be mostly considered as a mount more than an actual transport. Like all Dvergar vehicle they have extensive decorations, but these can be truly works of art since they are the honored vehicles of the most powerful and rich Dvergars alive. Their solid armor and great speed makes them particularly sought after war engines and the prestige they confer is not to be underestimated.

Iron Chariot: BS: 4, Armor: F: 12, S: 12, B: 12, HP: 2 pts: 60
Equipment: One Hull Mounted Dragon’s Breath

Special Rule: Chariot, Open-Top, Fast

Unit Composition: 1 (Fast Vehicle)

Upgrades:

The Iron Chariot can exchange its Hull Mounted Dragon’s Breath for a Hull Mounted Magma Spear for (5 pts)

The Iron Chariot can take any upgrade from the Dvergar Foundries for the appropriate cost




Fast Attack


Drucci Sword Dancers Circle

Spoiler:
Druccis have a long warrior tradition that hasn’t change in thousands of years. Their warriors are all known for their stealth, their speed, their skills and their grace. The very pinnacle of them are the Sword Dancers. They are selected from the daughters of Sword Dancer themselves and trained to become warrior from birth. They have to demonstrate an incredible level of speed, agility and skill with Drucci Bow, but an even greater one with their quicksilver swords. In combat, they are as silent as ghost and consummate duelists and assassins. Sword Dancers are frequently sent by Dvergar leaders to kill enemy commanders during battles to demoralise their foe or simply to take revenge in case of defeat. They have proven more than capable of accomplishing this task. When not targeting the enemy command units, Sword Dancers frequently challenge the most elite enemy units and provide a useful distraction for the rest of their forces. Their Circles also frequently accompany on the battlefield their Everstar for they might require more protection. The combination of both is an incredible display of Drucci combat skills. Unlike many other assassins, Sword Dancers are reasonably well armored thanks to their Sylthrin Plates.

Drucci Sword Dancer: WS: 5, BS: 5, S: 2, T: 2, W: 1, I: 6, A: 2, Ld: 7, Sv: 4+, pts: 24 per model
Drucci Princess: WS: 5, BS: 5, S: 2, T: 2, W: 2, I: 6, A: 2, Ld: 8, Sv: 4+
Equipment: Sylthrin Plate, Drucci Poisoned Drucci Bow (3+), Poisoned Drucci Sword (3+), flash grenade

Special Rule: Dwellers in the Dark, Swift as Shadow, Conceal, infiltration, Quicksilver, Hit and Run and Character (Drucci Princess only)

Unit Composition: 6-10 (Infantry)

Upgrade:

One Drucci Sword Dancer can be promoted to the rank of Drucci Princess for (3 pts)

The Drucci Princess can take a Drucci Webway gate for (40 pts)

The Drucci Princess can take a Life Circlet for (15 pts)

All members of the Circle can take an extra Drucci Sword for (2 pts)



Dragon Slayers Ring

Spoiler:
Dvergar Warriors are known to be slow and ponderous, but even from their earliest times, well before the submission of the elusive Druccis, there was a use for lighter troops to outflank the enemy. In ancient Dvergar Antiquity, even the best armors couldn’t protect you from all enemies. Magamadroths, Salamanders or dragons were far to powerful creatures to rely on brute strength and endurance to defeat. Those Dvergars who made it their quest to hunt them down were the quickest, bravest and most clever of their race in addition to be amongst their greatest warriors. They became known as Dragon Slayers and, while their independence and lack of total submission to Dvergar authority makes them suspicious to the eyes of many, very few would go to war without at least one Ring worth of them. In present days, Dragon Slayers are still active. While they only very rarely hunt the beast of old, and usually only in their initiation, the famous Trial of the Slayer, new battlefields and inventions have transformed them in tank hunters. They were also very important in the war against the Toroks where they could put their experience in fighting large monsters to good use, but also against the Druccis where their speed was invaluable to counter some elements of their forces. They join the battlefield almost systematically on board of Wyvern Crafts, a low altitude aircraft that also provides them with a good fire support.

Dragon Slayer: WS: 4, BS: 4, S: 4, T: 4, W: 1, I: 3, A: 2, Ld: 8, Sv: 4+, pts: 21 per model
Wyrm Slayer: WS: 4, BS: 4, S: 4, T: 4. W: 1, I: 3, A: 3, Ld: 9, Sv: 4+
Equipment: Adamantium Light Plate, Short Thunderer, Close Combat Weapons, Magma Lance, Blasting Charges

Special Rules: Hatred (Space Wolves), Dwellers in the Dark, There Will Be Order, Monster Hunter, Tank Hunter, Scout, Character (Wyrm Slayer Only)

Unit Composition: 5

Upgrades:

One Dragon Slayer must be promoted to Wyrm Slayer for (5 pts)

The Wyrm Slayer can replace his Short Thunderer for a Magma Dart for (10 pts)

The Wyrm Slayer can replace his Close Combat Weapon for a Dvergar Power Maul for (15 pts)

The entire Ring can replace their Close Combat Weapons for Power Weapons for (10 pts)

The Ring can take a Wyvern Craft as a Dedicated Transport



Wyvern Craft

Spoiler:
The Wyvern Craft is a low altitude flier with an arrow point design and solid armor. Decorated at the image of the Wyvern of Mogris and beyond, much like their namesake, they are well armed. Wyvern Craft fill a rare niche inside the Dvergar forces as air support. While these crafts might not be as fast or agile as those of the other races, they are very well armored and capable of stationary flight and low altitude combat without having to fear to much from anti-air defense. In addition to provide a good amount of firepower, Wyvern Craft are capable of transporting small Rings or Circles at high speed on the battlefield. They can deploy via ropes if the vehicle is hovering at low altitude or be dropped at much higher speed and altitude thanks to the apply named Wyvern Egg Pods. Each one of them is a one-man capsule that can be dropped in cluster with extreme precision where they would be needed. Dragon Slayers are well known for deploying from Wyvern Craft on a consistent basis. Those aircraft can also sacrifice their transport capacity to increase their numbers of weapon and thus becoming even more dangerous as an fighter-bomber.

Wyvern Craft: BS: 3, Armor: F: 12, S: 12, R: 10, HP: 3 pts: 160
Equipment: One Hull Mounted Twin-Linked Magma Pike, Two Hull Mounted Magma Spear, Wyvern Egg Pods

Special Rule: Flier, Hover, Transport

Unit Composition: 1 (flier)

Transport Capacity: 6 (no Toroks or Drucci)

Access Point: 1 at the Rear

Fire Points: None

Upgrades:

The Wyvern Craft can take a Dragon Slayer Pilot to increase its Ballistic Skill to 4 for (15 pts)

The Wyvern Craft can exchange his Wyvern Egg Pods and Loose its entire Transport Capacity to take a Turret Mounted Wyrm’s Breath for (20 pts)

The Wyvern Craft two Hull Mounted Magma Spear can be replaced for Wall Breakers for (30 pts)

The Wyvern Craft can take upgrades from the Dvergar Foundries for the appropriate cost



Wyrm Tank Circle

Spoiler:
Dvergars fortress are built deep beneath the surface. Their armies are most at home when fighting in corridors or cramped spaces. When fighting above ground, one of their most favored tricks is to attack by surprise from beneath. Detecting their approach can be difficult outside of sieges and their equipment allows for tunnels in rock or softer earth to be built extremely fast. In some cases, those tunnels are dug by Dvergar Warriors themselves who use digging tools, but they are too slow to be used outside of a siege. When the Dvergar want to attack from bellow in all circumstances, they use their famous Wyrm Tanks. These vehicles are a marvel of Dvergar technology. These tanks of rather classic designed are extremely well armored and equipped with the pinnacle of Magma weapon technology. The flame they produce are so hot they can melt rock and their Gromril Reinforce hull equipped with Dozer Blade can then smash through them with ease and speed. Unfortunately, troops cannot follow in the tunnels for they are unstable and filled with molten rocks, but the sight of a battle tank, or worse several, deploying strait in the enemy line is more than enough to cause panic. The firepower used to create the tunnels can then be turned on flesh and metal with great efficiency. Very few battle tank can measure themselves to the Wyrms in sheer brute strength. Their only weakness is the short range of their weapons.

Wyrm Tank: BS: 3, Armor: F: 13, S: 12, R: 12, HP: 3, pts: 190 per model
Equipment: Turret Mounted Magma Glaive, Gromril Plaiting, Dozer Blade

Special Rule: Tunneler, Tank

Tunneler: The Wyrm Tank is a vehicle design to dig quickly through even the hardest stone at great speed. You can elect to deploy any Wyrm Tank via Deep Strike. Should it, following a scatter role or otherwise, be brought into contact with an enemy unit, it automatically inflicts 2d6 S: 6, AP: 2 hits on the unit (vehicle are hit on their side armors) to this unit. The Wyrm Tank is then deployed as close as possible from the original deployment zone. Should there be no space to do so, a Deep Strike Misshapen occurs.

Unit Composition: 1-3 (Tank Squadron)

Upgrades:

The Wyrm Tank can take Pintle Mounted Cyclic Thunderer for (20 pts) or a Bombard for (15 pts)

The Wyrm Tank can exchange his Magma Glaive for a Bale Canon for free

The Wyrm Tank can take upgrades from the Dvergar Foundries for the appropriate cost



Heavy Support


Earthsplitter Heavy Tank

Spoiler:
The Earthsplitter is a truly massive tank. Built on the same chassis than the Crawler it is far heavier than its cousin. Its hull has been enclosed and its small frontal turret replaced. It now is equipped with a large fixed turret at the back of the tank armed with some of the heaviest and most devastating piece of artillery that the Dvergar could build for a moving platform. In addition, it also sports two smaller turrets on each of its side that provide it with even more firepower. The hull is also significantly more heavily armored. The Earthsplitter draw its name from the devastating effect of its firepower on the land and the enemy troops. Unlike the very specialised Wyrm Tank, the Earthsplitter comes in various categories some of them are armed with purely anti-fortification and anti-tank weapons, other specialised in long range bombardment while other are designed to shred light infantry. Its wide array of weapons allows it to be a very versatile vehicle. It was use with great efficiency against all the enemies of the Iron Crown and gained a fearsome reputation. The only weaknesses of the tank are its slow moving speed and its lack of manoeuvrability. A clever enemy prefer to manoeuvre around them to attack it on its weaker flank or attempt to get them stuck out of position.

Earthsplitter Heavy Tank: BS: 3, Armor: F: 14, S: 13, R: 13, HP: 4, pts: 280
Equipment: Hull Mounted Great Bombard, Two Turret Mounted Bombard, Two Turret Mounted Magma Spear, Stabiliser

Special Rule: Heavy, Tank

Unit Composition: 1 (vehicle)

Upgrades:

The Hull Mounted Great Bombard can be exchanged for a Bastion Breaker for (10 pts) or a Roaring Thunderer for (5 pts)

The Two Turret Mounted Bombard can be replaced by Two Turret Mounted Cyclic Thunderer for (20 pts) or by Two Wall Breaker for (20 pts)

The Two Turret Mounted Magma Spear can be replaced by two Dragon’s Breath for (free)

The Earthsplitter Heavy Tank can take upgrades from the Dvergar Foundries for the appropriate cost.



Torok Devastator Circle

Spoiler:
The eldest and wisest of all Toroks, those who have survived their long years as Ironbreakers and don’t have the absolute strength to rise to the title of Berserker or Huskarl become Devastators. These Toroks use their century long experience of war to manipulate powerful light canons like a normal Dvergar would wield a rifle. With those deadly weapons, they can break apart infantry and tank tanks alike all the while be capable of sustaining an absurd amount of firepower thanks to their Adamantium Full Plates and the incredible resistance of their body. Those who would be foolish enough to stop their fire by assaulting them are frequently beaten into a pulp by the Toroks incredible natural strength and ferocity. Torok Devastators are frequently known amongst their kin to be the best craftsmen and rather brilliant engineers. Much like their fellow Ironbreakers, Devastators used to be responsible for the building and maintaining of their equipment. The Dvergar simply perfected the design of their weapons and armors to make sure they were at the peak of efficiency and power. Berserkers frequently take a measure of advices from the Devastator for while Toroks obey only to strength they do respect wisdom and intelligence. Dvergar themselves have an immense amount of respect for the Devastators for they provide them with impressive firepower at a reasonable pace.

Torok Devastator: WS: 4, BS: 4, S: 6, T: 5, W: 3, I: 3, A: 3, Ld: 7, Sv: 2+, pts: 88 per model
Devastator Huskarl: WS: 5, BS: 4, S: 6, T: 5, W: 4, I: 3, A: 4, Ld: 8, Sv: 2+
Equipment: Adamantium Full Plate, Torok Light Canon, Power Mace

Special Rule: Regeneration, Dwellers in The Dark, Hammer of Wrath, Fear, Relentless, Very Bulky, Character (Devastator Huskarl only)

Unit Composition: 3-6

Upgrade:

One Torok Devastator can be promoted to the rank of Devastator Huskarl for (20 pts)

The Devastator Huskarl can replace his Power mace for a Torok Grand Axe for (25 pts)

The Circle can take a Crawler as a Dedicated Transport



Dvergar Artillery Circle

Spoiler:
Dvergars are experts at building fortifications and heavily armored tanks. To successfully take one of their fortress, one must be prepared for a protracted siege, have a large army, powerful weapons and gifted infiltrators. During millennia, Dvergar kings were at war with one another. Even now, conflict between Great Clans, dukedom and kings can turn to violence, especially in the absence of foreign enemy to unite the greedy and revengeful Dvergars. As such, its without surprise that they developed powerful Artillery pieces. These canons are so large and powerful that even Earthsplitter tanks can’t carry them. They need to be transported on massive and terribly slow threaded platforms and once anchored on a battlefield won’t move. They come in three types. The first one is a long range canon designed to take out light vehicles and infantry in droves, the second one is a powerful magma canon that can send its discharge at frightening distance considering its type of weapon and the third one is a fearsome Thunderer designed to take out air targets, a frequent problem for Dvergar forces. These pieces are usually deployed in small groups to ensure that they can destroy utterly and with speed any enemy fortification or formation. It’s a shell from one of the Dvergars artillery piece that famously injured Perturabo during the Death of Mogris.

Dvergar Artillery: BS: 3, Armor: F: 12, S: 12, R: 10, HP: 4, pts: 130 per model
Equipment: Stabiliser, Great Ballista

Special Rule: Immobile (cannot move in the movement phase, but can pivot), Open-Top

Unit Composition: 1-3 (vehicle)

Upgrade:

The Dvergar Artillery can exchange its Great Ballista for a Magma Halberd for (30 pts) or a Dragon Slayer for (free)

The Dvergar Artillery can take upgrades in the Dvergar Foundries for the appropriate cost



Dvergar Iron Golem

Spoiler:
Dvergars are staunch traditionalist. Technological innovation is a slow and steady process with frequent conflict between different groups of craftsmen and engineers. Only in a few periods of the Dvergar history did technological progress was extremely fast. The first one being the war with the Imperium that saw the Iron Crown destruction and the second one being the rise of the New one when Dvergars were reclaiming many of their lost technology and developing new one’s. The very most astonishing technological development by the Iron Crown thanks to the Imperium’s impulse is the Iron Golem. This mighty engine of war is the answer of the Dvergar to the Imperial Knight. This massive and stocky war walker is built at the effigy of some great hero or king. Its armed with a versatile array of devastating weapons and is piloted by a single heroic Dvergar. Very few clan can align an Iron Golem, but doing so is to the warriors fighting beside it a symbol of immense pride. They are fighting beneath their greatest ancestors and will do so with all their strength. The Iron Golem itself is one of the most fearsome war machine in the Iron Crown arsenal. While they are slightly smaller than Knights, they are easily just as well armored. A duel between the two giants is thing to behold if not to approach if one value his life.

Iron Golem: WS: 4, BS: 4, S: 8, Armor: F: 14, S: 14, R: 13, I: 2, A: 5, HP: 5, pts: 350
Equipment: Arm mounted Great Thunderer, Arm mounted Iron Golem Sword, Two Shoulder Mounted Wall Breaker, Gromril Plating, Reinforced Armor

Special Rule: Glory of the Ancestor, Walker

Glory of the Ancestor: The banners, runes and figure of an Iron Golem makes it a powerful symbol. It inspires great bravery in all Iron Crown units around it. All units within 12’ of the Iron Golem can reroll failed leadership tests. Should the Iron Golem be destroyed all units within 12’ must operate a retreat just as if they had failed a leadership test as such a lost disheartened them. Units who a fearless are immune to this drawback.

Unit Composition: 1

Upgrade:

The Iron Golem can exchange his Sword for an Axe or a Warhammer for free

The Iron Golem can exchange his Great Thunderer for a Wyrm’s breath for (10 pts) or a Magma Glaive for (25 pts)

The Iron Golem can take upgrades from the Dvergar Foundries for the appropriate cost.



War Dragon

Spoiler:
Of all the vassal races of the Dvergar Iron Crown none are more peculiar and more impressive than the dragon. Potentially the offshoots of the Exodite Dragons, or possibly the result of convergent evolutionary forces, these creatures are beasts of legend made flesh and blood. Their Adamantine blacken scales, their sharpened horns, their fierce eyes, powerful, but lithe bodies, large clawed wings, incinerating breath and their psychic powers makes them fearsome monsters. These creatures of impressive size and even greater power were vanquished by the Dvergars almost at the same time than the Toroks and were enslaved. When, thanks to alchemy and telepathic Druccis, communication became possible between Dvergar and them, they became vassals and quickly shifted from forges beasts and arena monsters to war beast. While dragons have accepted their status as vassals and warriors for the Dvergars, they remain independent and treacherous. Dvergar knows it and will use dragons only in the most important conflict or with individuals that proved to be more trustworthy. Their power is such that Leman Russ himself immortalised one of them who was assaulting his position, leaving him as sole survivor, by the locution: “Fire and death”.

War Dragon: WS: 6, BS: 5, S: 6, T: 6, W: 6. I: 4, A: 5, Ld: 8, Sv: 3+, pts: 230
Equipment: Dragon Scale, Claws, Teeth and Wings, Dragon Tail, Dragon Breath

Special Rules: Flying Monstrous Creature, Vector Dancing, Fear, Immune to Flame, Treacherous, Psychic Mastery 1, Adamantium Will

Treacherous: At the beginning of each round following the first of which the War Dragon has been on the board, roll a leadership test. If its successful nothing happens, if it’s a failure, the War Dragon switches side and become a unit of the enemy army. He and his new allies are treated as if they were Desperate Allies.

Unit Composition: 1 (Flying Monstrous Creature)

Upgrade:

The War Dragon can take Runes of Communion for (30 pts)

The War Dragon can increase his Psychic Mastery to 2 for (15 pts)

The War Dragon can select his Psychic Powers from the following Discipline: Pyromancy



Torok Behemoth

Spoiler:
Toroks are incredibly powerful warriors and when clad in Dvergar adamantium, they are harder to kill than many tanks. One might think that under such circomstances, they would have little use for armored tanks themselves, especially when one consider that most Toroks favor fighting in close combat where their monstruous strength and impressive combat skills can be put to good use, yet these person would be wrong. A rare sight on any battlefield, the Torok Behemoth is an impressive war walker piloted by three Torok Devastators. This stocky quatrupedal machine adorned like a mighty beast is used by the Toroks as a beast slayer and a support to their already well armed and armored forces, in ancient times, those Behemoth walkers were used as transport for the spoils of any Berserker army. Now they are its greatest symbole of power for with this, they can tackle almost any sort of danger. The destroyer canon mounted in the "mouth of the beast" is extremely powerful if rather short range. Its best used in siege to clear out rubbles and fortification or shatter hordes of foes and thus avoid the Toroks forces being swamped by lesser foes. The canon is fire by the pilot of the walker. The two other Toroks are manning ancient weapons that fire Torok Javelin, even at air targets making it a very versatile vehicle. Those same two Toroks can also fight from their post against any ennemy wishing to engage the walker in close combat. Armed with great pikes that Toroks normally don't use, they can quickly dispatch enemy in close combat while the Behemoth trudges forward, crushing bodies underneath its foot. The only clear weakness of such an impressive vehicle is its comparatively light armor for its size. Fast foes like the Druccis have proved to be able to disable such vehicle before they could cause massive damage.

Torok Behemoth: WS: 4, BS: 4, S: 6, Armor: F: 13, S: 12, R: 12, I: 3, A: 4, HP: 4, pts: 220
equipment: Two Torok Great Pikes, Two Turret Mounted Torok Javelin Thrower, One Hull Mounted Destroyer Canon

Special Rule: Walker, Fleet, Fear, It Will Not Die

Unit Composition: 1 (walker)

Upgrade:

The Torok Behemoth can take upgrades from the Dvergar Foundries for the appropriate cost.



Lords of War


Onyx King Diëtrik of clan Würm, the Wolfbane

Spoiler:
Black Gate is the heart of the New Iron Crown and one of the most important and most heavily defended world in the galaxy. Its ruling Great Clan is the clan Würm. It also happens to be the largest and most powerful in the entire Iron Crown. Its black banner and copper flaming serpent emblems is hoist on many worlds, ships, armies and fortresses. At its head is a king: Diëtrik, the Wolfbane. He is the single most successful and powerful war leader of the Iron Crown. In his almost three centuries of combat, he has won major victories against all the major enemies of the Dvergars and their vassals. He has slain in duels multiple champions from an Ork Warboss, Imperial Guard Commissars and an Eldar Autarch. He even fought in the Colosseum of Black Gate to demonstrate his skills before Dvergar high society. His incredible leadership and combat capacity are matched by his tactical acumen. On the battlefield, he is a giant who stands a full head taller than any other Dvergar in a pitch black armor. Numerous are those who prefer to simply flee at his sight. Diëtrik is famous in the entire Iron Crown and all his dukedoms for his raids. He led small fleets in multiple sector of the galaxy to bring back riches, slaves, revenge or defend Dvergar colony. He left such an impression on the Taus after defeating them that he earned the name of Aun’Shas, The Shadow Lord. Yet, by far his most famous attack was his raid on Fenris where he fought and killed a Wolf Lord in single combat, escaping with his force before being surrounded by the vengeful Space Wolves. It’s this heroic action that earned him his honorific title of Onyx King, setting him above in honor if not in rank to the other member of the Council of the 13. He is the one who led the Iron Crusade against the Imeprium and he is the one who claimed the lives of many of its champions. While Diëtric is yet to take Fenris and is progress stalled by the return of Guilliman, he actively prepare the second wave.

Onyx King Diëtrik: WS: 7, BS: 5, S: 4, T: 5, W: 4, I: 2, A: 4, Ld: 10, Sv: 1+, pts: 270
Equipment: Gromril Full Plate, Blackheart, Mastercraft Hand Flamer, Gromril Shield, Blasting Charges, Runes of Defiance

Special Rule: Hatred (Space Wolves), Fearless, Ponderous, Dwellers in the Dark, War Trophy, Living Clan Banner, Independent Character

Unit Composition: 1 (Unique Independent Character)

Option:

Diëtrik can take an Iron Chariot as a Dedicated Transport

Blackheart: A large and heavy bastard sword made of Gromril and covered in alchemical runes. Blackheart is the symbol of the Grand Warden and king of Black Gate since before the fall of Mogris. It can cut through almost anything and never looses its edge. It can fell in a single blow even the greatest champion. Range: -, S: 10, AP: 1, Unwieldy, Mastercrafted

Warlord Trait: roll d3 on the Dvergar Warlord trait table



Magmadroth Fire Breather

Spoiler:
Magmadroth are fearsome creatures native of the molten volcano slops of Mogris. These monstrous creatures have an almost sacred value to the Dvergars. Their power makes them stuff of their legends. They are the kings of all the monsters of Mogris. Their skin is as hard as the purest of adamantium and their claws can cut through the hardest metal like a hot knife through butter. They can breathe flames so hot that almost no weapon developed by the Dvergar can match them. Merely approaching one of those creature without a full suit of Adamantium Plate can lead to horrible injuries. The flames of Magmadroth were and are still used in the best Dvergar foundries where Gromril is created. As such they are associated with riches as much as danger. Killing a fully grown Magmadroth is not a task that any Dvergar can do alone. A juvenile one might be killed by a single mighty warrior, but a mature adult is worth a Battle Clan of such warriors and only the bravest would attempt such a feat. Wild Magmadroth disappeared with Mogris, yet many have survived, moved to other planets to provide their power to the forges. A selected few, when they finally reach adulthood which can take 600 years, are used as war mounts for Dvergar leaders who have the status to afford them. Others go on alone, finely trained for war. While the intellect of the Magmadroth might not be great, they are extremely intelligent animals and communication via alchemical runes have allowed mighty Oathkeepers to rear them for battle where they prove to be more deadly than the heaviest tanks of the Dvergars. Its flames devastate the battlefield and their roar split the ground while only the insanely brave stand their ground.

Magmadroth: WS: 5, BS: 4, S: 8, T: 8, W: 6, I: 3, A: 5, Ld: 10, Sv: 2+, pts: 530
Equipment: Magmadroth Breath, Magmadroth Claw, Adamantium Scales

Special Rule: Monstrous Creatures, Fire Shield, Terrorising, Immune to flames, Seismic Roar, Tunneler, Monstrous Mount

Fire Shield: The Magmadroth body generates an infernal heat. Every model in base contact with the Magmadroth must make an initiative test each round or suffer a S: 5 hit. If the model has a 2+ armor save or better, he is immune to this effect.

Seismic Roar: The Magmadroth roar is as loud as its terrifying. Each round, all unit within 9’ of it must make a leadership test as to not be considered pinned.

Terrorising: The Magmadroth is a terrifying monster of legend. He has the Fear Special Rule and reduce the leadership of all enemy units by 1 as everyone is disheartened to be faced by such a beast.

Immune to Flames: The Magmadroth natural element is molten lava. As such, he is immune to all attacks with the Melta, Flame or Soul Blaze Special Rules.

Monstrous Mount: When equipped with a War Saddle, the Magmadroth becomes a Monstrous Mount. A single Independent Character who must be the Warlord of your army can ride on him and fight on him exactly like if he was on a Chariot.

Unit Composition: 1 (Monstrous Creature)

Upgrade:

The Magmadroth can be equipped with a War Saddle for 50 pts.



Legacy Units

Spoiler:
These are units that belong to the past of the Iron Crown. Those that fought against the Imperium of the Great Crusade, who faced legionnaires and Primarchs. They were the heroes of 10 000 years ago. This section covers units that are no longer common in the New Iron Crown and heroes who are now dead and stuff of legends more than anything else. They are meant to be used for those willing to recreate the epic conflict between the Dvergars and the Imperium during the Great Crusade or as an expansion for the normal Codex units for those wishing to put on the board a more esoteric army of the Iron Crown. All units in the section above are still completely pertinent to a force of the Iron Crown in 30K.



Gnoriks


Spoiler:
Formerly the most numerous and probably the most influent of all the vassals of the Iron Crown, they are now almost instinct. Only a few billions of them survive, distributed amongst two or three planets of the New Iron Crown. Gnoriks were compared with much disgust by the Imperium as some form of rat or mole man. They stand around 5 feet tall, but are almost universally hunched. Their skin is pale and appear sickly and their body is covered in patches of fur, usually of dark colour like brown or dark grey, but a few black, beige, red and white fur are possible. They have short snout filled with overly sharp teeth. They all possess a tail that can grow to as long as they are tall. Gnoriks generally appear as gangly creature who possess a surprising amount of strength hidden beneath. Their movements are quick and fluid when compared to untrained humans and their mannerism certainly betray a constant nervousness. Gnoriks possess large eyes that are usually of a sickly yellow, but some of them, those who have been exposed to the dangerous radiation of the Bale crystals native to their homeworld have bright green phosphorescent eyes. There is a tremendous amount of variety when it comes to appearance amongst the Gnoriks. Food and living condition can dramatically alter their appearance so is training and combat. Grey Lords, the highest ranking Gnorik, stand almost upright have their entire body covered in clean fur, longer muzzle, sharper teeth and are twice heavier and stronger than the normal Gnorik. Some, usually those affected by radiation from Bale crystals will even sport horns of various types and display psychic abilities. Their elite warriors also have similar characteristics, but will be a little bit shorter than the Grey Lords themselves. There is relatively little sexual dimorphism amongst the Gnoriks. Males have a tendency to be more heavily furred, but are slightly smaller and lighter than the females. Both live for around 50 years, but Gnoriks of higher class can live easily twice longer. Gestation last for around 6 months and result in the birth of around 5 or 6 Gnoriks, most of which who will die of disease, injuries or exhaustion in a few weeks. Exposition to Bale radiation and other toxic materials has rendered many female sterile which, despite an extremely high birthrate, prevented the Gnorik to recover from their almost total extermination at the hands of the Imperium. Gnorik remain fertile and continue to gain in size strength and intelligence during all their life. The only clear sign of aging they have is that their fur becomes greyer and paler with time. While they do not suffer physically and in fact grow stronger with time, in the last few decades of their lives, they will inevitably start to lose their mind and become more violent, paranoiac and unpredictable. Most Gnorik who become old enough to suffer from this are killed by their closed ones before they become too dangerous. Some will even prefer the more dignified way of the suicide. This is especially true for those rare Gnoriks who display psychic powers.



Warlord Traits


Gnorik

Spoiler:
1) Bale Aura: The warlord has bath in Bale radiation for so long that his own body now emits it. All Bale Weapons can reroll fail to wounds.

2) The Hunger: The warlord descent into madness has started. While he remains as intelligent and cunning as ever, a terrible bloodthirst lies beneath. The Warlord gain the Special Rule Hatred (all) and Furious Charge.

3) Opportunist: The warlord knows how to press any advantage no matter how small. Even in defeat, he can salvage something. Any army led this warlord score one extra victory point if they Killed the Enemy Warlord, Gain First Blood or had a single unit become Linebreaker.



Formation


Gnorik Bale Horde

Spoiler:
When the Gnorik take to the battlefield, expect a carpet of vicious warriors armed with deadly poisonous weapons to rush toward your position while leaders are exiting their bloodlust. To be faced against such foes, even if their physical capacities are relatively mediocre and their training pretty basic, is facing a horrible death, drowned in blades, fangs, claws and poisonous energy. Yet, all this is a ruse. The vast carpet of vicious foes serves only to conceal in its mist elite Shadow Guards who will bring a quick death to the foe, or worse the outflanking force that will strike from the back at the same time that Dominator tanks emerges from nowhere. The Gnorik strategy is supply brilliant by its simplicity if costly in terms of material.

Composition: 0-3 Grey Lord, 3-6 Gnorik Reaver Circles, 1-4 Shadow Guard Circle, 0-3 Gnorik Dominator Tank Circle, 0-1 Gnorik Rad Canon, 0-2 Gnorik Fiend Circle.

Benefits: Baleful Holocaust, Gnorik Greed

Gnorik Greed: One Grey Lord of this formation can roll for a Warlord Trait of his race. This secondary warlord also grants a Victory Point to the enemy should he be killed. If the Grey Lord of this formation is the only Warlord of the army during deployment, he can reroll his Warlord Trait.

Baleful Holocaust: Bathing in Bale radiation that causes an intense bloodlust and further motivated by their charismatic leaders, the all Gnorik units of this formation gain the Rage Special Rule as long as there is still a Grey Lord amongst them. They cannot be joined by Torok, Drucci or Dvergar Independent Character and cannot be affected by their Psychic Powers as they operate independently.



Supplementary HQ


Grey Lords (0-3)

Spoiler:
Warlords of the Gnorik race, the Grey Lords is the title given to those powerful individual and warlords who ruled over the Gnorik. To become a Grey Lord, one had to demonstrate immense qualities for the Gnoriks are greedy beings and the competition for a top spot is particularly intense. The title is derived from the fact that despite spending decades in the most dangerous position, they have reach a sufficiently great age to see their fur turn Grey. Any successful Gnorik warlord must possess an iron will, access to vast riches, a paranoid eye out for assassination and plots and great personal combat capacities. While Gnorik themselves aren’t natural combatants being relatively small and fragile, especially when compared to the Dvergars, Grey Lords are an exception. Access to rich food and after spending a life of violence and intrigue, the Grey Lords are much taller and stronger than other of their kind. They can stand a clear foot above their minions and are much more strongly built. Their fur is more slick and thick instead of the sparse and their teeth gleaming under the baleful light of their worlds. Grey Lords are excellent strategist, knowing how to make full use of their armies and resources, but favoring above all ambush tactics and sneak assaults. They frequently mix political stratagem with military ones to triumph. Should the Dvergars have used a more aggressive approach to fight the Gnoriks, the Grey Lords and their armies would have certainly been a much greater challenge to submit. Halas for their kin, Grey Lords fight only for personal reward and are notoriously treacherous. Their greed and lust for power can overshadow their judgment and as led to defeat on several occasion. On the battlefield, Grey Lords are always in the middle of their forces where they can give their instruction while showing their martial prowess. They seldom do so without a retreat plan and their powerful bodyguards.

Grey Lord: WS: 5, BS: 5, S: 4, T: 3, W: 3, I: 5, A: 3, Ld: 9, SV: 4+, pts: 70
Equipment: Heavy Shard Armor, Bale Blade, Bale Machine Pistol, Rad Grenade

Special Rule: Rage, Stubborn, Dwellers in the Dark, Mercenary, Gnorik Tricks, Independent Character

Mercenary: Grey Lords are marching to war for profit only should things not turn their way, they are quick to retreat. If the Grey Lord and his squad fail a leadership test and retreat, they will never regroup.

Gnorik Tricks: Grey Lords are extremely intelligent and know various form of warfare to arrive at their ends. Depending on the situation, they may use a variety of tricks and strategies to succeed. At the beginning of the game, before the first round, select one of the tricks bellow for your Grey Lord.
1) Black Rage: The Grey Lord has prepared his troops before the battle by making several speeches to enhance their ferociousness. When he calls for his troops, they scream for blood. All Gnorik units within 12’ of the Grey Lord gain the Rage Special Rule.
2) Strike from the Back: The Grey Lord has deployed massive reserves in ambush position and are ready and waiting for the enemy. To his signal, they will strike from all sides. D3+1 Gnorik units gain the Scout Special Rules.
3) Eye of Vengeance: The Grey Lord has overseen carefully the fire drills of his troops to make them more precise and accurate on the battlefield. They will direct carefully their shots to be certain to cause maximum damage. All Gnorik units within 12’ of the Grey Lord gains the Precision Shot Special Rule.

Unit Composition: 1 (Independent Character)

Upgrade:

The Grey Lord can exchange his Bale Blade for a Great Bale Blade for (10 pts) or a Bale Halberd for (10 pts)

The Grey Lord can take any of the following: Bale shield for (25 pts), Gnorik Standard (30 pts), Combat Drugs (15 pts), a Bale Long Rifle for (15 pts), Tail Blade for (5 pts)

The Grey Lord can gain a Psychic Mastery of 1 and select his Psychic Powers from the following Discipline: Biomancy or Pyromancy for (20 pts)

The Grey Lord can take a Chariot as a dedicated transport



Elites



Gnorik Shadow Guard Circle

Spoiler:
Gnorik Shadow Guards are the elite of their forces. They stand taller and larger than the average Gnorik and are significantly tougher and stronger. This is mostly due to the fact that they were raised in greater opulence and recruited very early to become warriors. Their very dark a lustrous fur is part of the reason behind their name. Their training is extremely extensive and focus mostly on guarding the Grey Lords who had them recruited and trained in the first place. They are their first and last enforcers. As such they need to be intimidating and powerful. Unlike most Gnoriks who prefer to fight from a certain distance, Shadow Guards don’t hesitate to use their superior strength, armors and weapons in close combat which is all the more logical for units especially train to be bodyguards. While most Gnorik are devious and cunning, never fighting fair and retreating when things go wrong, these are much more stalwart warriors. They even managed to impress Shieldström Dvergar Warriors by their quality. Despite their heavy equipment and their main role, they are also quite capable infiltrator thanks to their excellent stealth doctrine. They also serve as assassins on occasion on their planet. On the battlefield, they form the core of any Gnorik force. These dangerous warriors are more than capable than getting the enemy attention while the Reaver surrounds them or provide covering fire.

Shadow Guard: WS: 4, BS: 4, S: 3, T: 3, W: 1, I: 4, A: 2, Ld: 7, Sv: 4+, pts: 18
Shadow Executioner: WS: 5, BS: 4, S: 4, T: 3, W: 1, A: 2, Ld: 8, Sv: 4+
Equipment: Heavy Shard Armor, Bale Halberd, Rad Grenade

Special Rule: Bodyguards or Assassins, Dwellers in the Dark

Bodyguards or Assassins: The Shadow Guard can be used in two fashion by the Grey Lords. If they serve as bodyguards, they gain the Stubborn and Counterattack Special Rules. If they serve as assassins, they gain the Infiltration and Stealth Special Rule.

Unit Composition: 5-20 (Infantry)

Upgrade:

One Shadow Guard can be promoted to the rank of Shadow Executioner for (12 pts)

The Shadow Executioner can take a Bale Shield for (25 pts)

Up to four Shadow Guards can exchange their Bale Halberd for a Bale Long Rifle for (5 pts)

Any Shadow Guard can take a Tail Blade for (4 pts)

The entire Circle can take a Crawler as a Dedicated Transport




Black Knights Circle

Spoiler:
Most humans captured and enslaved by the Iron Crown ended up working in their forges and mines in terrible conditions. To be a human living under the rule of the Dvergar is to face backbreaking work under the whips of cruel overseer who would treat the much more fragile humans in the same way they would treat Dvergar slaves. Yet there are a few who never faced such cruelty. Mankind is adaptable and natural warriors. Amongst the human population, there were those who showed more loyalty and honest desire to serve the Iron Crown. They managed to emancipate themselves and create clans that were recognised as vassals. The warriors of those clans were the Black Knights, men and women armed and armored by the Dvergar, but trained by their own. Black Knights are incredibly dangerous and highly trained warriors who had to prove their mettle and loyalty against the Dvergars, a race built for war. Their excellent equipment, quick thinking and expert balance of agility and raw strength honed by fighting and training against much stronger foes has made them amongst the most fearsome warriors of humanity. They were used on multiple occasion to quash slave revolts and as shock troopers against human settlements. Their dark full plates and greatswords gave them a terrifying aura as did their discipline and commitment. Most Black Knights turned their back against the Iron Crown, though, showing that their ultimate loyalty resided with humanity and that they were only waiting for the right moment to strike and free themselves and their families. A few still serve the Dvergars, joined by new captives after the forging of the New Iron Crown.

Black Knight: WS: 4, BS: 3, S: 3, T: 3, W: 1, I: 4, A: 2, Ld: 7, Sv: 4+, pts: 11
Black Prince: WS: 5, BS: 4, S: 3, T: 3, W: 2, I: 4, A: 2, Ld: 8, Sv: 4+
Equipment: Adamantium Light Plate, Adamantium Greatsword, Braces of Light Thunderer, Blasting Charges

Special Rule: Furious Charge, Crusader

Unit Composition: 5-10 (infantry)

Upgrades:

One Black Knight can be promoted to the rank of Black Prince for (20 pts)

The Black Prince can exchange his Greatsword for a Dvergar Power Maul for (15 pts) or a close combat weapon with a Gromril Shield for (free)

Up to two Black Knights can exchange their Braces of Light Thunderer for one of the following: Magma Lance for (10 pts), a Cyclic Thunder for (15 pts), a Dragon’s Breath for (10 pts), a Bombard for (15 pts) or a Wall Breaker for (20 pts)

The entire Circle can take Dark Steeds for (10 pts) each



Troops


Gnorik Reaver Circle

Spoiler:
Gnorik aren’t natural warriors, they are relatively small and weak when compared to Dvergars or even humans, neither to they have the otherworldly agility of the Druccis. Yet, this doesn’t mean their society is without conflict. All the contrary, Gnoriks live in a state of barely repressed civil war on a daily basis. All the Grey Lords of their Warlord Council are perpetually attempting to surpass each other and become the ultimate ruler of their race. Supporting them in their quest for power are the Shadow Guards, elite warriors, born in wealth and trained from an early age to fight. These warriors circumvent the Gnoriks weaknesses. When open war breaks out, they are far from being numerous enough to afford a Grey Lord victory, that’s when the Gnorik militia, the Reaver, is called to war. Reavers are selected amongst the Gnoriks who seem to display the highest level of aggression and the greatest physical aptitudes. While they may not have the size and strength of Shadow Warriors and even less that of the Grey Lords, they are still capable foes. Their training is relatively short, but brutal. Each Reaver must be capable of fulfilling various roles in the battlefield, but they mostly specialise in ranged support of more elite elements of their forces or as a screen for them. Reavers life expectancy on the battlefield is pretty short, but they compensate thanks to number and viciousness. Reavers are led by young, cruel and ambitious lords who have yet to achieve a high function in their society. They certainly provide the Reavers with much needed leadership. The loss of their most densely populated worlds at the hand of the Imperium has crashed so severely their population that their power within the Iron Crown and the presence of their forces on the battlefield has become exceptional.

Gnorik Reaver: WS: 2, BS: 3, S: 3, T: 2, W: 1, I: 4, A: 1, Ld: 6, Sv: 5+, pts: 6
Gnorik Lordling: WS: 4, BS: 4, S: 3, T: 3, W: 2, I: 4, A: 2, Ld: 8, Sv: 5+
Equipment: Shard Armor, Bale Carbine, Rad Grenade

Special Rule: Dwellers in the Dark, There Will Be Order

Unit Composition: 10-50 (Infantry)

Upgrades:

One Gnorik Reaver must be promoted to the rank of Gnorik Lordling who must exchange his Bale Carabine for a Bale Machine Pistol and a Bale Blade for (25 pts)

The Gnorik Lordling can exchange his Bale Pistol and his Bale Blade for a Bale Halberd for (10 pts)

The Gnorik Lordling can take a Heavy Shard Armor for (5 pts) and/or a Tail Blade for (4 pts)

One Gnorik Reaver for every five can exchange his Bale Carabine for one of the following: A Dragon’s Breath for (10 pts), a Cyclic Thunderer for (15 pts), a Magma Lance for (10 pts), A Long Bale Rifle for (10 pts), Rad Charge for (5 pts)

Any Gnorik Reaver can exchange his Bale Carabine for a Bale Rifle for (1 pts) each or a Bale Machine Pistol and a Close Combat Weapon for (free).

The entire Circle can take a Crawler as a dedicated transport.




Fast Attack


Gnorik Dominator Tank Circle

Spoiler:
Gnoriks are clever engineers and inventor and it shows when it comes to the high sophistication of their weapons and vehicles. The Dominator Tank is their most famous, widespread and feared combat vehicle. It’s a medium, well armored and thanks, to its esoteric engine can float a few meter above the ground and move at a blinding speed with great precision, even in the tight corridors of the Gnorik and Dvergar underground cities. In the cavernous halls of the Gnorik worlds, they float over the dwellings of slaves and servants to insure order and demonstrate the might of the Warlord Council. Their fast speed allows them to deploy when and where needed in the blink of an eye. Those circular and jagged tanks have a powerful turret on which is mounted a fearsome battery of Bale Canon capable of transforming infantry in irradiated sludge and even melting light tanks. When they operate in group, they prove to be reliable and extremely mobile gunships. They also possess a small transport capacity that allows a beleaguered Grey Lord to escape or a small unit of Shadow Guards to leap into action. The eerie glow and humming sound of those tanks is a sign of victory in the minds of most Gnoriks and a sign of atrocious death for those who would be targeted by such a terrible engine. Since Gnorik have joined the Iron Crown, several improvements were made on the tank to make it more efficient when compared to Dvergar tanks and aircrafts.

Dominator Tank: BS: 3, Armor: F: 12, S: 12, R: 10, HP: 3, pts: 165
Equipment: Two Turret Mounted Bale Canon, One Hull Mounted Cyclic Thunderer

Special Rule: Skimmer, Fast, Tank, Transport

Transport Capacity: 5 (no bulky or more models)

Access Point: 1 (rear)

Fire Point: none

Upgrade:

The Hull Mounted Cyclic Thunderer can be exchange for a Wall Breaker for (10 pts)

The Dominator Tank can take upgrades from the Dvergar Foundries for the appropriate cost. It cannot take upgrade reserved to ground vehicles only.



Heavy Support


Gnorik Rad Canon

Spoiler:
Gnorik uses of radioactive and bale weapons is extremely well known and terrifying. Their most powerful weapon of this style is the Gnorik Rad Canon, a large piece of artillery deployed as much as a terror weapon as a genuine artillery piece. Unlike others of its kind, the Rad Canon isn't used to bombard, stun or kill enemy units, neither is it used to crack its fortresses open or detroy its tanks. It's used to poison the land and wither away all form of resistence. Those cought in a area washed by a Rad Canon see themselves surrounded by an threatening green glow, teeth, hairs and nails falls off while the body is sapped of all its strength. Even the ground seems to weaken; plants wither and die, hard rocks breaks appart like if they were made of poorly made bricks. Staying in such a zone is inviting for a slow and painful death. When an entire battery of those canon combined their power, they can turn entire battlefields in a radioactive waste capable or a small zone in such a hell, that flesh false off the bones like a perfectly cooked plate of ribs and melts armor. Gnorik themselves seem to be amongst the rare few beings in the galaxy that can tolerate this type of radiation while even Orks, Tyranids and Space Marines fell victim to it. Even then, with time they too start to be affected and most of the Gnorik who man such weapons display signs of irradiation like rotting skin, falling teeth and horns. Since the damage caused by those weapons is permanent, they need to be deployed with care and are always a priority target for all enemy unit defending their lands against an Iron Crown invasion.

Gnorik Rad Canon: WS: -, BS: -, S: -, T: 7, W: 4, I: -, A: -, Ld: -, Sv: 3+, Pts: 70
Gnorik Crew: WS: 2, BS: 3, S: 3, T: 2, W: 1, I: 4, A: 1, Ld: 6, Sv: 5+
Equipment: Rad Canon, Shard Armor, Bale Carabine, Rad Grenade

Special Rule: Dwellers in the Dark

Unit Composition: 1 Gnorik Rad Canon and 5 Gnorik Crew

Upgrade:

Two extra Gnorik Rad Canon each with 5 Gnorik crew can be added for (70 pts) each

Each Gnorik Rad Canon can add up to 5 extra Gnorik Crew for (5 pts) each

All Gnorik Crew can take Heavy Shard Armor for (2 pts) each



Gnorik Fiends Circle

Spoiler:
In the dark and irradiated worlds of the Gnorik, Grey Lords have conducted some of the most insane and cruel experiment on their fellow Gnorik in an attempt to create stronger warriors and finally get rid of the Council of Warlords and establish themselves as the one true ruller of the Gnorik race. The most abominable and successful of all Gnorik experiment in such a domain is the Gnorik Fiends. It's the product of the Gnorik servitude to the Dvergar who, thanks to their alchemical knowledge and very little respect for an individual life, have managed to infuse a Gnorik with so much Bale Crystal Radiation and combat drugs that a monster could be born. These creature are to Gnoriks what Ogryns are to humen. They are powerful beasts standing twice taller than any Gnorik and with a strength close to that of a Torok. Their bloodthirst is just as great as that of a Grey Lord completly seized by the Hunger. They will kill aanything that stand in their vicinity until they litteraly die of exhaustion. To aleviate this, they require to be under the influence of powerful drugs that allow them to remain calm and composed enough to receive orders and recognise friends from foes. Clad in Heavy Shard Armors and armed with a variety of light canons they can wittle down hordes of lesser foes with a remarcable ease. What they lack in formal skills and finess, they more than make up for it a raw strength and bloodthirst. Their tortured bodies seem to have only a distant relationship with pain and as such can take a ridiculous amount of punishment before breaking down. Those monstruous fiends proved to be of an invaluable help in the last days of the first Iron Crown thanks to their capacity to wittle down the hordes of Imperial soldiers leading at great speed and add with the strength to slow down or even kill a Legionnaire.

Gnorik Fiend: WS: 3, BS: 3, S: 4, T: 4, W: 3, I: 4, A: 2, Ld: 7, Sv: 4+, pts: 30
Gnorik Shadow Fiend: WS: 4, BS: 4, S: 4, T: 4, W: 3, I: 4, A: 3, Ld: 8, Sv: 4+
equipment: Heavy Shard Armor, Two Shard Canon, Tail Blade

Special Rule: Dweller In the Dark, Rampage, Bloodthirst, Crusader, Fearless, Extremely Bulky

Bloodthirst: Gnorik Fiends are extremely unstabble and bloodthirsty. It's so pronounced that it can drive them into a state rage in which they can't recognise friends from foes and just want to kill and eat anything that stand close to them. At the beginning of each round in which the unit isn't in close combat, it must make a Leadership test. If the test is a failure, the unit cannot, move shoot, or charge in the round all its member suffer 2 Strength 4 AP: - hit as they are infighting or simply tearring themsleves appart.

Unit Composition: 3-10 (Infantry)

Upgrade:

One Gnorik Fiend can be promotted to the rank of Gnorik Shadow Fiend for (10 pts)

All Gnorik Fiend can take Combat Drug for (15 pts) each

All Gnorik Fiend can exchange one or both of the their Shard Canon for one or two of the following: Bale Flamer (5 pts), Bale Claw (free)



Lords of War


High King Tordrak the Last

Spoiler:
High King Tordrak was one of the longest ruling High King in the history of the Iron Crown. He ruled for almost 250 years before he felled before the blade of Leman Russ in the last days of Mogris. Tordrak rose to power during a short period of Civil War after the Twin Ogres War. He stole the support of the aging High King who had failed to cover himself in glory during the war. With the support of a majority of kings, he declared his predecessor dispossessed for he had failed to honor his oath of protection and victory. Oathkeepers were divided on the issue which then inevitably devolved into conflict. Tordrak was a great war leader and had no difficulty in defeating the “loyalists” forces during a few battle on Mogris itself. His charisma and victories gained him the support of the Toroks which were pivotal in his victory. To remove the Druccis supports of the High King, Tordrak used his allied Gnoriks and tasked them to steal the Two Everstar gems. He proved to not be disappointed. Shadow Warriors managed to infiltrate the Hall of Kings and retrieve the gem stones. With them in his hands, the Druccis changed allegiance. Victory ensued soon after. Tordrak was crowned High King and restored promptly order. He executed and dispossessed his remaining enemies as well as a few greedy allies. The massacred of a few minor Ork raiders and later the subjugation of the human Virian Republic allowed him to secure his position as one of the greatest High Kings in the history of the Iron Crown. Alas, his confidence in the Dvergar continuous growth and domination of the galaxy placed him in conflict with the Imperium which resolved in a catastrophe. He was powerless to stop the Imperium string of victories. Its only when he himself took to the battlefield in the later stage of the war that Dvergar managed to achieve a few, short lived, victory. Unlike what many would have thought, Tordrak elected to remain on Mogris while the Iron Crown was destroyed to be at its helm until the very last moment. Despite his age and old wounds, he faced in duel the almost invincible Primarch Leman Russ and was defeated in short order. While his defeat and death is widely considered a humiliation, a rare few dare to say that at least he died his honor intact. Facing death without fear is a victory in itself.

High King Tordrak: WS: 5, BS: 5, S: 4, T: 4, W: 4, I: 2, A: 4, Ld: 10, Sv: 1+, pts: 320
Equipment: Gromril Full Plate, The Swift Maul, Mastercraft Magma Dart, The High King Crown, Rune of Defiance

Special Rule: Ponderous, Dwellers in the Dark, War Trophy, Stubborn, Master of All, The High King Army, Independent Character

Master of All: All Iron Crown unit on the battlefield can use the Leadership of Tordrak for all their test, but should he be killed, all units will lose one point of leadership. Those who have the Special Rule There Will Be Order will require to make a test just as if they had lost their unit leader.

The High King Army: All Dvergar elite choices can be taken as troops in an army led by Tordrak. The High King must be the Warlord of your army.

Unit Composition: 1 (Unique Independent Character)

Upgrade:

The High King Throne is a Chariot with an armor value of 13 on all sides, the Gromril Plating, the Reinforced Armor and Oath of Endurance upgrades. It’s armed with a Hull Mounted Mastercraft Cyclic Thunder. If its deployed, only the High King can be embarked on it. Tordrak can take is a dedicated transport for (135 pts)

The High King Crown: This spiked crowned helmet of Gromril with fine and exquisite carvings is the symbol of the High Kings. This relic is a devotional object to all those who live in the Iron Crown and will fight like possessed under the gaze of the bearer. All units with 18’ of the bearer gain the Special Rule Hatred (all) and Preferred Enemy (all) and count as scoring an extra wound for combat resolution.

The Swift Maul: This long haft power maul is of a very ancient design. Built in the purest of Gromril and powered by a mysterious and unique gemstone, it seems to be doted of a sentience of its own. This beautiful weapon, forged in ancient time is the weapon of the High Kings since the earlies days. It strikes faster than lightning and with more strength than thunder. range: -, S: X2, AP: 1, Require two Hand, +2 Initiative, Mastercrafted

Warlord Trait: Pick one of your choice in the Dvergar List of Traits.



Treasure Vault of the Iron Crown

Spoiler:
The Armor Of Rorak: This Adamantium Full Plate was crafted with bones shards from the mightiest of all Torok Berserker: Rorak the Unbowed. The armor still hold a portion of Rorak's mighty rage. Those who wear it are filled with the bloodthirst. The bearer of this item gain an armor save of 2+ and the Special Rule Rampage and Rage. Can only be taken by Dvergars. (35 pts)

The Oathstone of Mogris: This is a piece of black marble saved from Mogris right before its destruction on which the Oath of Vengeance against the Space Wolves was carved. Numerous other enemies joined them on the tablet. It's a potent symbol to all Dvergars. All Iron Crown units within 12' of the bearer gain the Fearless Special Rule. Can only be taken by Dvergars. (40 pts)

The Ring of Power: A Gromril ring infused with the soul of a dragon thanks to a, now forbidden, alchemical ritual. The Bearer is immune to all weapons with the Flame, Soul Blaze and Melta Special Rule. Furthermore, it augment the Psychic Mastery of the bearer by 1. Should the Bearer not be a Psyker, he gains a Psychic Mastery of 1 and can select his power from the Pyromancy Discipline. (25 pts)

The Slayer's Hammer: A truly massive and ancient Dvergar Warhammer which could kill any monster in a single blow. A Dvergar Warhammer with the following profile: Range: -, S: +3, AP: -, Require Two Hands, Instant Death, Rending. Can only be taken by Dvergars. (30 pts)

The Everstar Gem: The remaining Everstar Gem in the hands of the Druccis was enshrined into a Sylthrin Plate sometimes worn by an Everstar. When Drucci see this powerful psychic item on the battlefield they fight with even more strength and courage. All Drucci units within 6' of the bearer gain a bonus of +1 to their Leadership and their Attack. Can only be taken by Druccis. (45 pts)

The Cloak of the Ancient: This artefact is the eldest Berserker cloak still in existence. It's a patchwork of dozens of Torok skin. Those who wear it seem to heal at an even faster rate. The Bearer Regeneration ability works on a 4+ instead of a 5+. Can only be taken by Toroks(30 pts)



Dvergar Foundries

Spoiler:
Gromril Plating: A Gromril layer of armor was added over the tank armor allowing to ignore the Melta and Armorbane Special Rules. (25 pts)

Reinforced Armor: The vehicle armor was reinforced for prolonged combat, allowing the vehicle to reduce a single penetrating hit to a glancing hit per game. (10 pts)

Oath of Endurance: The vehicle crew have carved oaths of endurance inside their cockpit. Not honoring them would see them and their entire Clan suffer at the hands of Overseers. They can ignore a Crew Shaken result on a 4+ and a crew stunned on a 6+. (10 pts)

Oath of Hatred: The vehicle crew have carved oaths of hatred inside their cockpit. Not honoring them would see them and their entire Clan suffer at the hands of Overseers. You can reroll all fail to hit rolls with the vehicle weapons for a single turn. (15 pts)

Dozer Blade: A large blade designed to brush aside rubbles was installed in front of the vehicle allowing to reroll failed dangerous terrain test. (5 pts)

War Horn: The vehicle is equipped with a War Horn and hailers to transmit their sound. Ground Vehicle only. (20 pts)

Warp Bane Protection: The vehicle hull has been reinforced with alchemical symbol that wards against the foul powers of the Warp. The vehicle and all his passengers gain the Special Rule Adamantium Will.

Stabiliser: The vehicle can ground itself against impact and recoi by locking its threads, deploying an achor and protective sheets. If the vehicle is immobile, it can shoot Ordonnance weapon like if they were heavy weapon and can ignore a single glancing hit per game. (15 pts)



Armory of the Iron Crown

Spoiler:
Circlet of Life: This piece of Drucci Jewelry as a tear shaped luminous stone of supernatural beauty that irradiates of a gentle warmth. The model equipped by it has the Eternal Warrior Special Rule as it imbues him with vigor and transform deadly blows in glancing ones.

Wyvern Egg Pods: Those special pods can be used once per game to deploy a unit from a flying Wyvern Craft. Select a point over which the Wyvern Craft passed during its movement phase. The unit on board can disembark the Wyvern Craft on that point like if they were Deep Striking. Should they come in contact with the enemy or impassable terrain, reduce the scatter distance to the minimum required to be able to deploy them safely. Should it be impossible, treat the unit as destroyed.

Drucci Webway Portal: Those pieces of stolen Eldar technology allow Druccis to travel through the Webway to anywhere on the battlefield. A Unit equipped with such a portal can be held in reserve and deploy via Deep Strike. It will never scatter.

Gromril Shield: A large round shield made of the most indestructible matter in the galaxy, an alchemical alloy of adamantium. It provides an enormous amount of protection to the bearer. It allows him to increase the cover save by 1 of all Rings or Circles standing behind the Ring or Circle wearing those shields. Furthermore, they automatically negate a single attack in close combat, reducing the enemy total number of attack by one to a minimum of 1.

Runes of Communion: The War Dragons has communicated with his suzerain on a more regular basis thanks to those runes. His loyalty was reinforced by this closer bound. It allows to reroll any failed test of Treacherous.

Runes of Defiance: A runic stone of piece of adamantium with protective wards that chasse away daemons and enemy psychic influence. It provides the bearer the Special Rule Adamantium Will and allows him to ignore a single Peril of the Warp on a 5+ once per game.

War Horn: A large horn trumpet covered in runic oaths that has a booming and frightening sound. It excites the bloodlust of all Dvergars nearby it. Once per battle, you can elect to sound the horn instead of shooting. All units within 12’ of the War Horn can reroll rolls of 1 to touch and to wound in the shooting or assault phase.

Tail Blade: A viciously sharp blade fixed at the tail of a Gnorik that can be used as a deadly whip in combat. It grants an extra attack to the model who has it.

Combat Drug: A dangerous cocktail of combat stimulate and drugs mixed with a tiny shard of Bale crystal for extra effect. It’s a very dangerous and incredibly powerful thing to use. At the beginning of the game, roll on the following table to see what bonus the user gets for the rest of the game.
1: The user loses one wound without any save possible
2-5: The user gain +1 in Strength, +1 Toughness OR +1 Attack at the player’s discretion
6: The user gain to of the bonuses above, but loses one wound without any save possible

Gnorik Standard: These pyres strapped on the back of Grey Lords are a rallying point for all Gnorik on the battlefield. In shows them clearly where are their leaders and, more importantly, when they are observing them. All Gnorik units within 18’ can use the Grey Lord leadership on all their test.

Bale Shield: A Bale Shield is a force field powered by Bale Crystal. It’s extremely powerful and terribly toxic for those standing outside of it. It provides the bearer with a 4+ invulnerable save and decrease the toughness of all enemy units in base contact with bearer by 1. The effect of Bale Shields can stack.

Rad Canon: A Rad Canon project a beam of intense radiation that poison the grounds and all those cought in its blast. All units hit a Rad Canon loses 1 point of toughness, strength, initiative and see its cover save reduced by 1 for a single round. If a unit is targetted by multiple Rad Canons at the same time, each extra hit can either increase the effect by one step OR increase its duration y one round. The effect of Rad anon stacks with that of Bale Shields. Should a model be brought to 0 in one stats, its removed as a casualty.

Dark Steed: A rare sight in the Iron Crown in the days of old and even rarer now. These are war horses raised by human vassals, cybertically enhance for strength and endurence, clad in adamantium barding. All unit with a dark steed gains the cavalry special rule, an extra point of strength and sees its armor save being improved by one point.

Short Thunderer: Range: 9, S: 5, AP: -, Pistol
Braces of Short Thunderer: Range: 9, S: 5, AP: -, Pistol (fire thrice a round)
Thunderer: Range: 18, S: 5, AP: -, Rapid Fire
Cyclic Thunderer: Range: 24, S: 5, AP: 6, Salvo 5/3, Rending, Pinning
Great Thunderer: Range: 36, S: 7, AP: 6, Heavy 5
Roaring Thunderer: Range: 30, S: 5, AP: 6, Heavy 12, Rending, Pinning
Dragon Slayer: Range: 48, S: 7, AP: 4, Heavy 6, Ignore Cover, Sky Fire

Hand Flamer: Range: Template, S: 3, AP: 6, Pistol, Flamer
Dragon’s Breath (Spray): Range: Template, S: 4, AP: 5, Assault 1, Flamer, Torrent
Dragon’s Breath (Plume): Range: Template, S: 4, AP: 5, Assault 1, Flamer
Great Dragon’s Breath (Spray): Range: Template, S: 5, AP: 4, Assault 1, Flamer, Torrent
Great Dragon’s Breath (Plume): Range: Template, S: 5, AP: 4, Assault 1, Flamer
Wyrm’s Breath (Spray): Range: Template, S: 6, AP: 3, Assault 1, Flamer, Torrent
Wyrm’s Breath (Plume): Range: Template, S: 6, AP: 3, Assault 1, Flamer
Magma Dart: Range: 12, S: 6, AP: 1, Pistol, Melta
Magma Lance: Range: 18, S: 6, AP: 1, Assault 1, Melta
Magma Pike: Range: 30, S: 6, AP: 1, Heavy 1, Melta
Magma Glaive (Spray): Range: 30, S: 6, AP: 1, Heavy 1, Blast, Melta
Magma Glaive (Plume): Range: Template, S: 4, AP: 1, Heavy 1, Armorbane
Magma Halberd: Range: 48, S: D, AP: 1, Ordonnance 1, Blast, Melta

Flash Grenades: Range: 8, S: 1, AP: -, Assault 1, Blind, Assault Grenade
Blasting Charges: Range: S: 5, AP: 5, Assault 1, Blast, Assault Grenade
Bombard: Range: 30, S: 5, AP: 5, Rapid Fire, Blast, Pinning
Great Bombard: Range: 48, S: 8, AP: 5, Ordonnance 2, Large Blast, Pinning
Ballista: Range: 36, S: 6, AP: 2, Heavy 1, Ignore Cover
Wall Breaker: Range: 48, S: 9, AP: 3, Heavy 1, Concussive
Bastion Breaker: Range: 76, S: 10, AP: 2, Ordonnance 1, Concussive
Great Ballista: Range: 72, S: 9, AP: 4, Ordonnance 1, Large Blast, Ignore Cover

Rad Grenade: Range: 8, S: X, AP: -, Assault 1, Blast, Poison (3+), Assault Grenade
Bale Machine Pistol: Range: 12, S: X, AP: 6, Pistol (fire thrice a round), Poison (5+), Bale (identical to the Soul Blaze Special Rule, but it affects creature immune to fire)
Bale Rifle: Range: 24, S: X, AP: 4, Rapid Fire, Poison (4+), Bale
Bale Carabin: Range: 18, S: X, AP: 5, Assault 2, Poison (4+), Bale
Bale Halberd: Range: 12, S: X, AP: 5, Assault 2, Poison (4+), Bale
Bale Flamer: Range: Template: S: X, AP: 4, Assault 1, Poison (4+), Bale
Bale Long Rifle: Range: 36, S: X, AP: 3, Heavy 1, Poison (3+), Pinning, Bale
Bale Canon (blast): Range: 36, S: X, AP: 2, Heavy 1, Blast, Fleshbane, Armorbane
Bale Canon (spray): Range: Template, S: X, AP: 2, Heavy 1, Fleshbane, Armorbane
Shard Canon: Range: 24, S: 4, AP: -, Assault 5

Bale Blade: Range: -, S: -, AP: 3, Poison (4+), Bale
Great Bale Blade: Range: -, S: -, AP: 2, Poison (3+), Bale, Requires Two Hands
Bale Halberd: Range: -, S: -, AP: 3, Poison (3+), Bale, Requires Two Hands
Bale Claw: Range: -, S: -, AP: 3, Bale

Spiked Shield: Range: -, S: -, AP: -, Defensive Weapon (the Wielder can lose a single attack to gain a 5+ invulnerable save in close combat)
Dvergar Warhammer: Range: -, S: +2, AP: 6, Concussive, Requires Two Hands
Adamantiurm Greatsword: Range: -, S: +1, AP: 4, Requires Two Hands
Dvergar Power Maul: Range: -, S: x2, AP: 1, Concussive, Requires Two Hands, Unwieldy
Keeper’s Warhammer: Range: -, S: 2+, AP: 3, Concussive, Force, Soul Blaze, Requires Two Hands
Overseer Bladed Whip: Range: -, S: +1, AP: 3, I+2
Iron Golem warhammer: Range: -, S: +2, AP: 3, Concussive
Iron Golem Axe: Range: -, S: +1, AP: 1, Armorbane
Iron Golem Sword: Range: -, S: -, AP: 2, Defensive Weapon (the Wielder can lose a single attack to gain a 5+ invulnerable save in close combat)

Drucci Sword: Range: -, S: +1, AP: 5, Razor Sharp (Rolls of 6 to wound are Considered AP: 2)
Drucci Bow: Range: 18, S: 3, AP: 5, Assault X (equal to the number of attack), Razor Sharp
Twilight Sword: Range: -, S: x3, AP: 5, Razor Sharp, Force
Twilight Bow: Range: 18, S: 6, AP: 5, Assault X (equal to the number of attack), Razor Sharp
Light Sword: Range: -, S: -, AP: 1, Armorbane
Seering Light Crystal: Range: 18, S: 8, AP: 1, Assault 1, Lance, Melta
Dark Light Cystal: Range: 18, S: 5, AP: 3, Assault 3

Torok Spiked Shield: Range: -, S: -, AP: -, Defensive Weapon (the Wielder can lose a single attack to gain a 5+ invulnerable save in close combat)
Torok Grand Axe: Range: -, S: +2, AP: 1, Requires Two Hands
Torok Great Pike: Range: -, S: +1, AP: 2, Requires Two Hands
Torok Javelin: Range: 12, S: 6, AP: 3, Assault 1, One use Only
Torok Javelin Thrower: Range: 18, S: 6, AP: 3, Assault 1, Skyfire
Torok Javelin Thrower: Range: 18, S: 6, AP: 3 Assault 1
Torok Light Canon (Frag): Range: 36, S: 5, AP: 6, Heavy 1, Large Blast
Torok Light Canon (Shell): Range: 36, S: 8, AP: 2, Heavy 1
Devastator Canon: Range: 24, S: 10, AP: 2, Heavy 1, Large Blast, Strikedown

Magmadroth Breath (Gout): Range: template, S: 7, AP: 3, Flame, Torrent
Magmadroth Breath (Plume): Range: template, S: 7, AP: 3, Flame
Magmadroth Breath (Spray): Range: 24, S: 8, AP: 1, Melta
Magmadroth Claws: Range: -, S: -, AP: 1, Armorbane

Dragon’s Breath (Spray): Range: Template: S: 6, AP: 3, Flame, Torrent, Soul Blaze
Dragon’s Breath (Plume): Range: Template: S: 6, AP: 3, Flame, Soul Blaze
Dragon Tail: Allows the Dragon to make a single extra attack and all Vector Strike attack at Strength 8

Shard Armor: provides a 5+ armor save
Heavy Shard Armor: provides a 4+ armor and the ability to reroll all rolls of 1 to wound in close combar
Steel Plate Armor: provides a 5+ armor save
Sylthrin Plate: provides a 4+ armor save and a 6+ invulnerable armor save
Dragon Scale: provides a 3+ armor save.
Torok Berserker Armor: provides a 3+ armor save. All rolls to touch of 1 in close combat against the Berserker causes a S 4, AP: - hit to the model or unit who rolled such a result.
Adamantium Light Plate: provides a 4+ armor save
Adamantium Plate: provides a 3+ armor save
Adamantium Full Plate: provides 2+ armor save
Adamantium Scale: provides 2+ armor save
Gromril Full Plate: provides a 1+ armor save (note that a roll of 1 is still a failure)



Ally Matrix

Spoiler:
Battle Borther: Dvergar of the Iron Crown

Ally of Convenience: Dark Eldar, Orks, Gretchin of the Grotvolution

Desperate Allies: Lost and Damned, Chaos Space Marines, Tau Empire, Craftworld Eldar, Necron, Vyrkanyi Republic

Come the Apocalypse: Forces of the Imperium, Chaos Daemon, Tyranid, Genestealer Cult

This message was edited 62 times. Last update was at 2017/12/03 19:39:19


 
   
Made in gb
Battleship Captain





Bristol (UK)

Important point: inches are '', currently all of your distances are in feet '.
epronovost wrote:

As a general point do you have to refer to circles/rings/clans in the rules? Why not just use units/detachments/faction?

Special Rules

Spoiler:
Ponderous: Dvergars are slow moving, but tough creatures. While they lack grace and agility they are difficult to slow down, and if pressed, can still sprint surprisingly fast. Their warriors are known to move slowly, but steadily up all battlefields. Units with this Special Rule only move of 4’ during their movement phase. Furthermore, rolls of 5 or 6 while running of moving through difficult terrains are considered as 4. Dvergar charge range is the same as any other unit of their type.


Dwellers in the Dark: Dvergars, Drucci and Toroks are creatures adapted to live deep beneath the ground in near perpetual darkness. Their senses are thus sharp, but vulnerable to bright light. All units with this Special Rule Gain the Special Rule Acute Senses and ignore Night Fighting rules, but they must half their initiative (rounded up) against all weapons with the Blind Special Rule.

Clan Leader: Grand Protectors are amongst the leaders of any Dvergar Clan. Their authority is unquestionable and they deserve the uttermost obedience. As a living symbol of their clan, they inspire bravery and pugnacity in their subordinates. While the Grand Protector is alive all Circles and Rings in the same Dvergar Clan can use his leadership score for all their moral, pinning and fear test. Furthermore, he confers to the entire Clan the Special Rule Stubborn. Should the Grand Protector be killed, all units within the same Clan with the exception of the Overseer suffer a permanent malus of 1 to their leadership score. It is cumulative with Battle Call


Battle Call: Overseers are ruthless leaders who serve as the representatives of Grand Wardens amongst the lesser clans. They are there to make sure their troops are discipline, loyal and ruthless. These Dvergar are feared for their cruelty, but admired for their bravery and hatred of the enemy. Once per round, at the beginning of the movement phase, the Overseer can make a leadership test. If it’s successful, he can nominate one Circle or Ring from the same Battle Clan than him within 12’ including his own to receive one of the following Battle Call:

Exterminate those Vermin!: The designated unit can reroll fail to touch rolls in the next Shooting phase OR the next Assault phase. I presume to-touch is to hit?
I Will Teach You Real Pain: The designated unit gain the Feel No Pain (5+) Special Rule for the duration of the round.
Get Back in the Fight: The designated unit will pass all Leadership test for the duration of the round and will rally automatically should it be falling back.
Forward!: The designated unit will gain the Special Rule Relentless for the duration of the round.
If the test is a failure, a model of the player’s choice from the Circle or Ring targeted is removed from play as a casualty. Should the Overseer be killed, all units in the same Clan with the exception of the Grand Protector will suffer a permanent malus of 1 to their leadership score. It is cumulative with Clan Leader.

There Will Be Order: Order and hierarchy are an obsession amongst the Dvergars. Should a Circle or ring lose its direct leader, the unit must pass a leadership test no matter the numbers of casualty taken or be considered pinned. But, the unit can also reroll all failed Look Out Sir! Rolls.
So is the pinning test in addition to or instead of the normal leadership for losing combat/half strength might need to be taken?

Regeneration: Toroks are incredibly difficult to kill. They heal their wounds at supernatural pace and only fire seems to be capable of hurting them. Any model with this Special Rule gain the It Will Not Die Special Rule against all attacks except those with the Flamer, Melta or Soul Blaze Special Rules. This rule would complicate things, IWND rolls are made separately to any attacks, and this would mean you would have to track how many wounds each character took from what weapons for the entire game until they die.

Swift as Shadow: Druccis are incredibly agile and fast. They seem to move with an unearthly grace and a speed that makes them hard to keep up with. Any model with this Special Rule gain the Fleet and Move Through Cover Special Rules. Furthermore, the unit can fire after or before running without penalty. Because the Eldar proved that wasn't OP at all?

Grand Smith: Oathkeepers are savants who know the secret of all metal from simple iron to the more esoteric adamantium or gromril. Their alchemical runes and circles can transform a simple object into a masterpiece. Select one Circle, Ring or vehicle in your army. It has been granted alchemical runes from the Oathkeepers and can consider a single weapon of your choice on each model to be Mastercraft.

Guardian of Oaths: Oathkeepers are those in charge of the codification of all the laws, edicts and history of the Iron Crown. As such their presence on the battlefield gives the impression to all that their deeds will be recorded in history. All Circles and Rings in the same army of the Oathkeepers can reroll a single failed leadership test per battle. Should the Oathkeeper be killed, he gives off a victory point to the opponent or two should he be the Warlord of the army.So you have to keep track of whether or not every unit has used it's re-roll? And is that victory point in addition to, or in place of, the normal slay the warlord victory point?

War Trophy: Grand Wardens are great warriors and commanders. They are the right hand man of the kings and the most experimented and fierce warriors of the Dvergar race. They gained their position and prestige by challenging and defeating the heroes of the enemy races. Their exploits are a source of pride for their subordinates. A Grand Warden must issue and accept challenges whenever he can. If he wins his challenge, all Circles or Rings within 6’ of him gain an extra attack for the rest of the round. If the defeated enemy was the Warlord of his army, the range is extended to 12’ and he brings back an extra victory point. Should the Grand Warden be killed in a challenge, all units within 6’ and who are in close combat are considered to have lost it and must make a leadership test. If the Grand Warden was the Warlord of the army, the range is extended to 12’. Are they considered to have lost combat immediately, or at the end of the combat phase are they considered to lose regardless of results? What if they wipe the enemy out?

Toil for the Iron Crown: Task Masters are the envoys of the Council of the 13th kings. As such, they belong only to the High Clan and respond only to the Council or the High King himself. They serve as spies for the kings and keep close tabs on Grand Warden to prevent treachery or unchecked ambition within their ranks. They are also master strategists, logisticians and politicians. As such, they assist Grand Wardens in their battle preparation to insure victory. Each Task Master can take one of the following trait. You cannot take two Task Master with the same traits, but you can take several ones in which case all traits apply. For each Task Master on the table, the Warlord Leadership is reduced by 1 to a maximum of -2 as Task Masters inevitably sap his authority and prestige. Task Masters can’t be Warlords.
I have Prepared Your Reserves: The Army gain a bonus of +1 or -1 to each reserve roll at the player discretion. Decided at army creation, start of the game, start of the turn, or roll by roll basis?]/color]
I Sent Scouts Ahead: D3 Circles, Rings or Clans can Outflank at the beginning of the Battle.
I Revised your Battle Plans: The Army can seize Initiative on a 5+.
Those Objectives are Capital: The Army Scores one extra Victory for one of the following objective: Line Breaker, First Blood OR Slay the Warlord.
I Took to Liberty to Motivate the Troops: All Models with the Hatred (Space Wolves) Special Rule can replace it for Hatred (all)

Living Clan Banners: A Clan Warden Ring is a very impressive display of power and unity. The entire Dvergar forces will look up to them knowing thy represent the best of them all and a potent symbol of unity and martial prowess. All Circles, Rings or vehicle within 12’ of them gain the Preferred Enemy (all) Special Rule and count as scoring an extra point for close combat resolution.

Champions of the Dvergars: All Clan Wardens are Dvergars of heroic stature and deeds. They are all ready to step into any challenge to prove their worth and gain prestige. All member of the squad can accept or issue challenges. There can only be one challenge per combat though.

Tunneler: The Wyrm Tank is a vehicle design to dig quickly through even the hardest stone at great speed. You can elect to deploy any Wyrm Tank via Deep Strike. Should it, following a scatter role or otherwise, be brought into contact with an enemy unit, it automatically inflicts 2d6 S: 6, AP: 2 hits on the unit (vehicle are hit on their side armors) to this unit. The Wyrm Tank is then deployed as close as possible from the original deployment zone. Should there be no space to do so, a Deep Strike Misshapen occurs.

Quicksilver: Everstars, Drucci Princesses and Sword Dancers are the fastest and most agile of all Drucci. Their speed and agility is such that it rivals that of even the lithest of all Eldars. They can dodge blows with a supernatural ease and move in utter silence as fast as a racing horse. A unit with this special rule has a 4+ invulnerable save in the combat phase. If the entire Circle has this Special Rule, do not roll for running or the move through cover distance. Consider you have rolled a 6 in all occasion.[color=red]I presume by combat phase you mean assault phase. Shooting is also combat. Why not just give fleet and move through cover? KISS


Glory of the Ancestor: The banners, runes and figure of an Iron Golem makes it a powerful symbol. It inspires great bravery in all Iron Crown units around it. All units within 12’ of the Iron Golem can reroll failed leadership tests. Should the Iron Golem be destroyed all units within 12’ must operate a retreat just as if they had failed a leadership test as such a lost disheartened them. Units who a fearless are immune to this drawback.


Honestly it seems most of these rules are specific to certain units, leave them in the units entry. It's so much simpler to keep track then. Leave this section for mostly army wide rules such as the slow thing

Psychic Discipline


Alchemy

Spoiler:
A mysterious psychic discipline developed by the Oathkeepers. With the use of runes and alchemical circles, they can alter matter, produce flames, repair objects and even flesh. Since it’s a non direct use of psychic power, it operates through formula and runes, its much safer and produce less risk than other forms of psychic power.

Primaris Power: Imbue Weapons (Warp Charge 1): Blessing, Range: 12’, Effect: All the weapons of the blessed Circle or Ring see their strength increase by 1, for a maximum of 10, until the next psychic phase.

1) Blessed Armors (Warp Charge 1): Blessing, Range: 12’, Effect: The selected Circle or Ring can reroll all unsuccessful armor save until the next psychic phase. Rerollable armour is very good for WC1, unless all your army has ~4+ saves, I'm just going down the list

2) Repair Armor (Warp Charge 1): Blessing, Range: 12’, Effect: Automatically restore a single lost Hull Point, any Immobilised status or repair a single Weapon Destroyed. It also immediately cancels all Crew Stunned or Shaken in addition.Techpriests pay a lot of points for the ability to repair a vehicle like this on a relatively poor roll that they have to be in base contact with. WC1 is a bit low for a 100% chance and 12'' range

3) Transmute Ground (Warp Charge 1): Malediction, Range: 24’, Effect: The targeted unit treats all terrain as difficult and dangerous terrain for the next d3 round. Should it pass through actual difficult terrain, it roles one less dice and should it pass through actual dangerous terrains casualties are inflicted on a roll of 1 and 2.Very good for WC1 24'' range.

4) Sear Weapons (Warp Charges 1): Malediction, Range: 24’, Effect: All the weapons of the targeted unit, including close combat one’s, have the Get’s Hot Special Rules until the next psychic phase. If they already had it, it treats roll of 1 and 2 as wounds.

5) Incinerate (Warp Charge 2): Witchfire, Range: 32’, Effect: The air is transform into a blazing inferno for a few short second. Consider it as an weapon with the following profile: Range: 32, S: 6, AP: 4, Assault 1, Large Blast, Ignore Cover.

6) Rejuvenate (Warp Charge 2-3): Blessing, Range: 12’, Effect: The targeted Circle or Ring recover 1d6 wounds worth of lost models. They are chosen at the player discretion. If there is multi wound models, you can choose with how many wounds they will return without exceeding the number rolled. At the expense of 3 Warp Charge, the targeted Circle or Ring recover all lost wounds. It can only affect a unit still in play.
Rejuvenate? More like resurrect

Twilightmancy

Spoiler:
A mysterious psychic discipline that transform shadow and light into powerful weapons. Developed in the dim lighted worlds of the Drucci and mastered over the millennia by Everstars, Twilightmancers are dangerous psykers who can combine two very different tools to bring destruction. This reliance on two very different forms of energy requires a solid mental balance and sanity.

Primaris Power: Shadow Speed (Warp Charge 1): Blessing, Range: self and accompanying Circle, Effect: The selected Circle gains a bonus of +1 in attack, run and charges an extra 3’ until the next psychic phase.

1) Shadow Shield (Warp Charge 1): Blessing, Range: self and accompanying Circle or Ring, Effect: The selected Circle gains the Special Rule Shrouded until the next psychic phase and forces enemy units attempting to charge them to make a disordered charge.

2) Shadow Jump (Warp Charge 1): Blessing, Range: self and accompanying Circle or Ring, Effect: The selected Circle can move 24’ in any direction. The unit can shoot, run and charge normally afterward.Crazy good. BA have a very similar power. WC2 for a 12'' move and they cannot charge.

3) Shadow Claw (Warp Charge 1): Witchfire, Range: 18’, Effect: Shadow turns into ethereal claws that can cut everything into pieces. Range: 18, S: 4, AP: 1, Assault 3, pinning

4) Light Armor (Warp Charge 1): Blessing, Range: self and accompanying Circle or Ring, Effect: The selected Circle gains a 4+ invulnerable save.BA have a very similar thing, WC1 for a 5++

5) Searing Light (Warp Charge 1): Witchfire, Range: 32 Effect: Turns light into a powerful searing beam of energy. Range: 32, S: 8, AP: 1, Assault 1

6) Light Speed (Warp Charge 1): Blessing, Range: Self Only, Effect: grants +3 Attack, +3 Initiative, and +3 Weapon Skill until the next psychic phase.
Again BA have a very similar thing, WC1 for d3 to initiative and attacks only, rolling once for both. You'res just jumps to 3 plus weapon skill.



Warlord Traits

Dvergar

Spoiler:
1) I remember Mogris, I remember them all: The Warlord is a paragon of the Dvergar virtue of vengeance. He ca replace his Special Rule Hatred (Space Wolves) for Hatred (all) as vengeance knows no bound
2) Swift as the Dragon: The Warlord is extremely fast for a Dvergar. He might have trained as a Dragon Warrior or simply be gifted. He can drive is Circle or Ring to follow him. The Warlord and any Circle or Ring he joins looses the Ponderous Special Rule or gain Fleet if they didn’t have this Special Rule.

3) Bastion Builder: The Warlord is a specialist of defensive warfare. He can quickly fortify any position to suit him. Before any battle, the Warlord army can deploy a fortified ruin (cover save 3+) anywhere on the map.Why not just use the Techmarine thing, improve one bit of area terrains cover by +1, deploying a 3+ ruin is crazy good, it's better than an Aegis line! Which are 60pts off the top of my head.

4) Champion Slayer: The Warlord is a great and proud champion of the Dvergar. He excels in duel against the enemy champion. He can reroll failed to touch rolls in challenges.

5) Surprise Assault: The Warlord is a devious and cunning, a master of raids and ambush, unlike most of his peers. Any enemy in the Warlord army that Outflank can choose from which board edge they come from.Can they choose any board edge? Or just the left/right?

6) Fixed and unyielding: The warlord is horribly obstinate and sure of himself no matter the circumstances even by Dvergar standards which are notoriously high. The Warlord has the Stubborn Special Rule.


Drucci

Spoiler:
1) Perfect Blade: The Warlord is amongst the most graceful and skilled swordswomen of the Drucci race. The Warlord gains 1 in Weapon Skill.

2) Scion of the Twilight: The Warlord is blessed with an incredible talent for the psychic arts. The Warlord gain an extra level of Psychic Mastery.

3) Eye of Death: The Warlord blows and shots are of a deadly precision. All shots and blows from the Warlords are successful Precision Strikes and Shots. Insanely good


Torok

Spoiler:
1) Unstoppable: The Warlord will shrug off even grievous wounds and keep on fighting without pause. The Warlord gains the Feel no Pain (5+) Special Rule.

2) Rage of the Ancient: The Warlord furies is such that he seems to be inhabited with that of his ancestors. His subordinate can only follow him in his fury. All Torok units joined by the Warlord gain the Rage Special Rule.But not the warlord himself? Rage is a per model basis

3) Bloodthirsty: The Warlord thirst for battle and combat is such that it can’t ever be sated. He will throw himself in the fray without pause or second thought. The Warlord gain the Zealot Special Rule.



Detachment

Spoiler:
Mandatory: 1 HQ, 2 Troops, 1 Heavy Support

Optional: 2 HQ, 4 Troops, 3 Elites, 2 Fast Attack, 3 Heavy Support, 1 Lord of War

Benefits: Reroll Warlord Traits, Objective Secure (Troop Choices Only), Preliminary Bombardment

Preliminary Bombardment: Dvergar armies action always start with heavy bombardment from off field artillery designed to pin down some of the enemy forces. D3 Units in the enemy army must pass a leadership test or start the first round pinned.If this is just your base formation they shouldn't get ObSec, it should just be the preliminary bombardment thing. At least that's how it works for BA



Formations

Spoiler:
Coming Soon



HQ


Oathkeepers

Spoiler:
To the Dvergars, nothing is more sacred than order and loyalty. In ancient times, a Dvergar status was held only if he was true to his words. His promises, deeds and oaths were carved into stone or metal and kept in temples to his ancestors and library. Those who kept those tablets were charged of making sure that Dvergar held true to his word and punished him if he would not. As time passed those keepers became more and more influential. All written words were kept by them. They knew all secrets and all loyalties. They were the Dvergar greatest sages and savant. They turned into teachers, scientists and councillor. Since the keepers were supposed to be knowledgeable in all areas, they needed to know about sorcery. With time only psykers could become keepers. It was a clever way to isolate them from the rest of their clan, but also use their tremendous power and greater longevity to good use. When the old Iron Crown was forged, the Oathkeepers, as they were now known, served as the councillors of the kings, commanders of army and also war smiths. It was impossible for a king or Grand Warden to wage war without the support of at least of those venerable Dvergars. There role hasn’t changed much in the new Iron Crown. On the battlefield, they wear splendid armors and powerful weapons. Their Psychic powers allow them to incinerate their enemies or transform the most mundane weapon into a masterpiece of destruction. The death of these mighty and revered leaders is keenly felt in the ranks of the Dvergar and their funeral grandiose for the least of them is a great hero of their society.

Oathkeeper: WS: 5, BS: 4, S: 4, T: 4, W: 2, I: 2, A: 2, Ld: 8, Sv: 3+ pts: 115
Grand Oathkeeper: WS: 5, BS: 5, S: 4, T: 4, W: 3, I: 2, A: 2, Ld: 9, Sv: 3+
Equipment: Adamantium Plate, Runes of Defiance, Keeper’s Warhammer, Short Thunderer

Special Rule: Hatred (Space Wolves), Ponderous, Dwellers in the Dark, Psychic Mastery 1, Grand Smith, Guardian of Oath, Independent Character

Unit Composition: 1 (Independent Character)

Upgrade:

The Oathkeeper or Grand Oathkeeper can exchange his Short Thunderer for a Hand Flamer for (5 pts) or a Magma Dart for (10 pts)

The Oathkeeper or Grand Oathkeeper can exchange his Adamantium Plate for an Adamantium Full plate for (15 pts)

The Oathkeeper can increase his Psychic Mastery to 2 for (15 pts)

Oathkeepers and Grand Oathkeepers can select their psychic powers from the following discipline: Pyromancy, Alchemy and Divination

The Oathkeeper can be promoted to a Grand Oathkeeper, who has a Psychic Mastery of 3 for (40 pts)

The Grand Oathkeeper can exchange his Adamantium Plate for a Gromril Full Plate for (30 pts)

The Oathkeeper and Grand Oathkeeper can take an Iron Chariot as a Dedicated Transport

The Oathkeeper or Grand Oathkeeper can take a single Treasure from the Vault.



Grand Wardens

Spoiler:
Grand Wardens are the supreme authority of the Dvergar society just bellow the kings, but in practice, a few Grand Wardens do outstrip in power some kings. They are mighty warriors and generals who have risen through the ranks of their Clan and Grand Clan thanks to their warrior prowess, their ability to command men, their personal riches and an immense lust for power. The life of a Grand Warden is dangerous, but comes with great reward. If he manages to keep is position by gaining a steady amount of victory, staying true to his oaths and defeat in honor duels enemies and rivals, the Grand Warden will be covered in riches and glory. At the end of his life, his portrait could be added to the halls of heroes of his Clan and become an almost god-like figure to whom people would look up to and pray to receive guidance or strength. In addition to their role of generals, Grand Wardens are also the daily administrator and official figure head of their Grand Clan. They make sure their fortresses are intact, their slave toiling in silence and efficiently and their potential warriors train rigorously. On some occasion they can serve as emissaries to the vassals of the Iron Crown or rivals, but this is a responsibility they share with Oathkeepers. On the battlefield, Grand Wardens terrifying warriors who can display all they skills and power a century old Dvergar can acquire. Only the strongest champions of the other races can hope to best them in single combat.

Grand Warden: WS: 6, BS: 5, S: 4, T: 4, W: 3, I: 2, A: 4, Ld: 9, Sv: 2+ pts: 110
Equipment: Adamantium Full Plate, Mastercraft Short Thunderer, Mastercraft Close Combat Weapon, Blasting Charge

Special Rule: Hatred (Space Wolves), Ponderous, Dwellers in the Dark, War Trophy, Independent Character
Unit Composition: 1 (Independent Character)

Upgrades:

The Grand Warden can exchange his Mastercraft Short Thunderer for a Mastercraft Hand Flamer for (5 pts) or a Mastercraft Magma Dart for (10 pts)

The Grand Warden can exchange his Mastercraft Close Combat Weapon for a Mastercraft Power Weapon for (10 pts), a Mastercraft Dvergar Warhammer for (5 pts) or a Mastercraft Dvergar Power Maul for (20 pts)

The Grand Warden can take Defiance Runes for (10 pts) or a Gromril Shield for (25 pts)

The Grand Warden can exchange his Adamantium Full Plate for a Gromril Full Plate for (30 pts)

The Grand Warden can take a single Treasure from the Vault.

The Grand Warden can take an Iron Chariot as a dedicated Transport




Clan Warden Ring

Spoiler:
Grand Wardens are not always present on the battlefield. In fact, in most minor and massive battle the commanding role isn’t held by any single Dvergar. Since the Iron Crown army is organised in semi-independent clans, the chain of command can be pretty deep if not downright heavy. At the head of each clan there are a certain number of Grand Protectors at the top of them all, Wardens. To command an army that might draw forces from a few clans, the Wardens will unite in a single Ring and assign to each one of them a specific command position forming a fully operational headquarter. Seeing a full Ring worth of Dvergar heroes, all of them representing a Clan is an extremely motivating view for all warriors of the Iron Crown. Any single Warden is a mighty warrior in his own right and he will inevitably wear proudly the colors of his Clan and some of its most prized weapons. Very little foe can resist their almost invincible charge or break them down. Lesser warriors instinctively fight harder in their presence and jubilate at their calls for order and ferocity. To be noticed by your Clan Wardens is one of the easiest way to gain advancement within the Dvergar society. The relationship between Wardens and Grand Wardens can be difficult. Wardens have usually more loyalty from their troops due to stronger and older oaths, but Grand Wardens have won greater honors and are certainly richer and more famous. When the two compete against one another, it can devolve into disorder and earn sanctions from Oathkeepers, but when they are cordial, it transforms any Dvergar world or army in a finely tuned machine.

Clan Warden: WS: 5, BS: 5, S: 4, T: 4, W: 2, I: 2, A: 3, Ld: 9, Sv: 2+ pts: 60
Equipment: Adamantium Full Plate, Short Thunderer, Close Combat Weapon, Blasting Charge

Special Rule: Hatred (Space Wolves), Ponderous, Dwellers in the Dark, Living Clan Banners, Champion of the Dvergars

Unit Composition: 5 (Infantry)

Upgrades:

Any Clan Warden can exchange his Short Thunderer for a Hand Flamer for (5 pts) or a Magma Dart for (10 pts)

Any Clan Warden can exchange his Close Combat Weapon for a Power Weapon for (10 pts), a Dvergar Warhammer for (5 pts) or a Dvergar Power Maul for (20 pts)

Any Clan Warden a Gromril Shield for (25 pts)

Any Clan Warden can exchange his Adamantium Full Plate for a Gromril Full Plate for (25 pts)

One Clan Warden can take a single Treasure from the Vault.
I dearly hope that's actually meant to be 60pts per model, 60pts for 5 guys with that statline is bat gak nutty.



Supplementary HQ


Torok Berserker

Spoiler:
Torok Berserkers are the greatest heroes and leaders of the Torok race. They are enormous, strong and ferocious for a race known to possess a high quantity of each of those characteristic. Despite their appearance and savagery in combat, they can be wise leaders and cunning commanders. Rorak the Unbowed, the greatest of them all, was not only known to be capable of defeating an army by himself, but also for being clever general, capable of besting those of the Dvergars on several occasions and always capable of knowing when someone lied to him. In the Torok language, Berserker can be roughly translated to “second skin”. It might refer to the spiked armored made out of fallen rival bones and scales that all Berserkers are wearing, but also to this two faced attitude of pure savagery and strength and great wisdom and leadership. While Toroks all have great respect for Dvergar leaders and loyalty to the Iron Crown, they still view their Berserkers as the epitome of their race. As such they have an almost supernatural level of command over their kin in peace time. On the battlefield, Torok Berserker traditionally fight alone, but in view of their forces. They use their incredible speed and ferocity to hack and slash their way through lesser foes. Stories of Berserkers smashing through mobs of Ork Nobz or Space Marines like if they were nothing more than children are frequently told and frequently true. To stop a Torok Berserker, better use heavy artillery, and lots of it, says the veteran Guardsmen.

Torok Berserker: WS: 6, BS: 3, S: 6, T: 5, W: 5, I: 4, A: 5, Ld: 9, Sv: 3+ pts: 175
Equipment: Torok Berserker Armor, Power Weapon, Torok Spiked Shield, Torok Javelin

Special Rules: Regeneration, Dwellers in The Dark, Hammer of Wrath, Fear, Rage, Furious Charge, Rampage, Fleet, Very Bulky, Independent Character.

Unit Composition: 1 (independent Character)

Upgrades:

The Torok Berserker can exchange his Power Weapon and his Torok Spiked Shield for a Torok Great Axe for (20 pts)

The Torok Berserker can take one extra Torok Javelin for (5 pts)

The Torok Berserker can take a single Treasure from the Vault
5 wounds is MC level easily.



Drucci Everstar

Spoiler:
Everstars are the mysterious leaders of the Drucci race. These alluring and mysterious figures are those gifted with psychic powers. They are all gifted with incredible combat skills too, capable of defeating even the heroes of other races despite their small size. They rarely speak but when they do, their words have an hypnotic quality. To the Drucci, Everstars are even above their princesses in status. They are of noble blood and the guardians of their remaining Everstar Gem, the psychic repository of their history, thoughts and culture. As such, each Everstar is permanently imbued with the knowledge, the skills and even some personality traits of their distant ancestors. They know some of the greatest secrets of the Galaxy and have the personal skills necessary to protect them. In the Drucci society, Everstars serves as priesthood, but also mediators between princesses and teachers for those Drucci who must learn warfare and the greater arts of dance and music. On the battlefield, they lead their fellow sisters in combat in almost utter silence, transmitting their orders through telepathic commands or simple gestures. Their psychic powers manifest in enhancing their troops by melding them in shadow or protecting them in supernatural light all the while attacking their enemies. In combat, fighting an Everstar is fighting a wisp of shadow that strike with the speed of light. One would be foolish to underestimate them for their skills and speed rivals that of any Eldar champion.

Everstar: WS: 6, BS: 6, S: 2, T: 2, W: 3, I: 7, A: 3, Ld: 9, Sv: 4+ pts: 50
Equipment: Sylthrin Plate, Twilight Bow, Twilight Sword, Flash Grenade

Special Rule: Dwellers in the Dark, Swift as Shadow, Stealth, Scout, Psychic Mastery 1, Adamantium Will, Quicksilver, Independent Character

Unit Composition: 1 (Independent Character)

Upgrade:

The Everstar can take an extra Twilight Sword for (5 pts)

The Everstar can take a Circlet of Life for (25 pts)

The Everstar can increase her Psychic Mastery to 2 for (15 pts)

The Everstar can select her Psychic Powers from the Following Discipline: Twilightmancy, Telepathy

The Everstar can take a single Treasure from the Vault


Task Master

Spoiler:
Dvergar Kings are always a bit paranoid about the loyalty of their Grand Wardens and Wardens. It’s not without cause. They are the leaders of their army and those whose legends and exploits are told in the great halls of the Dvergar Fortresses. Kings are more remote figures and their victories and exploits, older affairs. To insure loyalty and order, Dvergar kings used the same strategy than their subordinates. If Overseers are used to insure loyalty of the Protector and Grand Protector, Task Masters are used to do the same for the higher echelon of the hierarchy. Much like Overseers, Task Masters are brutal Dvergars who tolerate no sign of disorder or weakness. They are fearsome warriors in their own right, but, unlike overseer, their brutality and cruelty must be tempered by the fact they operate at a much higher level. It serves nothing to whip a Warden and it might even kill him. Task Masters use force only to seize authority of the messengers and other aides that surround Dvergar leaders. They then use them to operate changes in strategy and methods to insure victory or simply oversee the work of those leaders. Of course, their great intelligence and intimate knowledge of strategy and logistic makes them valuable assets to any confident Dvergar leader. Task Masters are quick to give advice for they prefer cooperation and manipulation to direct confrontation. The fear of “disappointing” a king or a similar figure of power is a strong stimulant for many Dvergar warlords. The only disadvantage of the Task Master is that the troops are quick to recognise who is the real power behind an army when they look at the hard, old, smirking visage of the Task Master.

Task Master: WS: 4, BS: 4, S: 4, T: 4, W: 3, I: 2, A: 3, Ld: 9, Sv: 2+, pts: 50
Equipment: Adamantium Full Plate, Short Thunderer, Overseer’s Bladed Whip

Special Rule: Ponderous, Dwellers in the Dark, Toil for the Iron Crown, Zealot and Independent Character

Unit Composition: 1-3 (Independent Character, deploy separately)

Upgrades:

The Task Master can replace his Short Thunderer for a Hand Flamer for (5 pts) or a Magma Dart for (10 pts)

The Task Master can take a War Horn for (10 pts)

The Task Master can take Defiance Runes for (10 pts)

The Task Master can take an Iron Chariot as a dedicated transport






Treasure Vault of the Iron Crown

Spoiler:
Coming Soon



Dvergar Foundries

Spoiler:
Gromril Plating: A Gromril layer of armor was added over the tank armor allowing to ignore the Melta and Armorbane Special Rules. (25 pts)

Reinforced Armor: The vehicle armor was reinforced for prolonged combat, allowing the vehicle to reduce a single penetrating hit to a glancing hit. (10 pts)

Oath of Endurance: The vehicle crew have carved oaths of endurance inside their cockpit. Not honoring them would see them and their entire Clan suffer at the hands of Overseers. They can ignore a Crew Shaken result on a 4+ and a crew stunned on a 6+. (10 pts)

Oath of Hatred: The vehicle crew have carved oaths of hatred inside their cockpit. Not honoring them would see them and their entire Clan suffer at the hands of Overseers. You can reroll all fail to hit rolls with the vehicle weapons for a single turn. (15 pts)

Dozer Blade: A large blade designed to brush aside rubbles was installed in front of the vehicle allowing to reroll failed dangerous terrain test. Dozer blades also confer +1 front armour during a ram, they're in the BRB (5 pts)

War Horn: The vehicle is equipped with a War Horn and hailers to transmit their sound. Ground Vehicle only. may not be taken by a flyer? (20 pts)

Warp Bane Protection: The vehicle hull has been reinforced with alchemical symbol that wards against the foul powers of the Warp. The vehicle and all his passengers gain the Special Rule Adamantium Will.

Stabiliser: The vehicle can ground itself against impact and recoil. If the vehicle is immobile, it can shoot Ordonnance weapon like if they were heavy weapon and can ignore a single glancing hit. (15 pts) single hit per game/turn/phase? Also why, that makes zero sense if it's a gun stabiliser.



Armory of the Iron Crown

Spoiler:
Circlet of Life: This piece of Drucci Jewelry as a tear shaped luminous stone of supernatural beauty that irradiates of a gentle warmth. The model equipped by it has the Eternal Warrior Special Rule as it imbues him with vigor and transform deadly blows in glancing ones.
Dragon Egg Pods: Those special pods can be used once per game to deploy a unit from a flying Dragon Craft. Select a point over which the Dragon Craft passed during its movement phase. The unit on board can disembark the Dragon Craft on that point like if they were Deep Striking. Should they come in contact with the enemy or impassable terrain, reduce the scatter distance to the minimum required to be able to deploy them safely. Should it be impossible, treat the unit as destroyed.
Drucci Webway Portal: Those pieces of stolen Eldar technology allow Druccis to travel through the Webway to anywhere on the battlefield. A Unit equipped with such a portal can be held in reserve and deploy via Deep Strike. It will never scatter.
Gromril Shield: A large round shield made of the most indestructible matter in the galaxy, an alchemical alloy of adamantium. It provides an enormous amount of protection to the bearer. It allows him to increase the cover save by 1 of all Rings or Circles standing behind the Ring or Circle wearing those shields. Furthermore, they automatically deflect a single attack in close combat, reducing the enemy total number of attack by one to a minimum of 1.Deflect or negate the attack? Deflect could be something very different
Runes of Defiance: A runic stone of piece of adamantium with protective wards that chasse away daemons and enemy psychic influence. It provides the bearer the Special Rule Adamantium Will and allows him to ignore a single Peril of the Warp on a 5+.A single peril per turn, per game, per phase or what?
War Horn: A large horn trumpet covered in runic oaths that has a booming and frightening sound. It excites the bloodlust of all Dvergars nearby it. Once per battle, you can elect to sound the horn instead of shooting. All Circles and Rings within 12’ of the War Horn can reroll rolls of 1 to touch and to wound in the shooting or assault phase.


Hand Flamer: Range: Template, S: 3, AP: 6, Pistol, Flamer Flamer is not a rule, that is covered by range:template .

Magma Dart: Range: 9, S: 6, AP: 1, Pistol, Melta Do you want to be measuring 4.5'' range? Does it need to be 9'' range? Why not 6'' like infernus pistols? And no, 6'' is too short for my liking is not a legitimate reasons. the No.1 complaint with home brews is that people make good things, not fluffy things.

Magma Halberd: Range: 48, S: D, AP: 1, Ordonnance 1, Blast, Melta I strongly disagree with strength D being on anything short of super heavies, let alone small arms.



Iron Golem Sword: Range: -, S: -, AP: 2, Defensive Weapon (the Wielder can issue a single attack to gain a 5+ invulnerable save in close combat) He makes an extra attack and gains an invuln save? Why would you NOT do that?

Drucci Bow: Range: 18, S: 3, AP: 5, Assault X (equal to the number of attack), Razor Sharp
Drucci Sword: Range: -, S: +1, AP: 5, Razor Sharp (Rolls of 6 to touch are Considered AP: 2)
Twilight Bow: Range: 18, S: 6, AP: 5, Assault X (equal to the number of attack), Razor Sharp
Twilight Sword: Range: -, S: x3, AP: 5, Razor Sharp, Force What does razor sharp do, I can't see it anywhere

Torok Spiked Shield: Range: -, S: -, AP: -, Defensive Weapon What does defensive weapon mean?


Sylthrin Plate: provides a 4+ armor save and a 6+ invulnerable armor save
Torok Berserker Armor: provides a 3+ armor save. All rolls to touch of 1 in close combat against the Berserker causes a S 4, AP: - hit. To whom?
Adamantium Light Plate: provides a 4+ armor save
Adamantium Plate: provides a 3+ armor save
Adamantium Full Plate: provides 2+ armor save
Adamantium Scale: provides 2+ armor save Why have scale and full plate? Make them the same thing - adamantium armour or whatever
Gromril Full Plate: provides a 1+ armor save (note that a roll of 1 is still a failure)



I'll leave it there for now. This is all totally different to what already exists so I can't directly compare as easily.
However I will say KISS. Keep It Simple Stupid. No one likes book keeping and having to remember forty thousand different rules that are all minor variations of the couple dozen already in the rule book.
   
Made in gb
Lord of the Fleet






London

I only got to the psychic powers and already I can see huge problems. You have powers that combine several buffs into a single WC1 power, and a power that lets you move 24" and charge in the same turn? For 1 WC?

Already I can see this is too much and would need to be toned down a fair bit.
   
Made in ca
Longtime Dakkanaut




 Valkyrie wrote:
I only got to the psychic powers and already I can see huge problems. You have powers that combine several buffs into a single WC1 power, and a power that lets you move 24" and charge in the same turn? For 1 WC?

Already I can see this is too much and would need to be toned down a fair bit.


The powers of the Psychic Discipline of Biomancy Endurance and Enfeeble are both targeting entire units and buffing/debuffing more than one stats. Furthermore, they can be casted on any units ithin 24' instead of the caster's unit like its the case for. Between -1 Toughness and -1 Strength and +1 Attack and +3 run and charge speed, all for the same cost in Warp Charge, I don't see much difference. In fact, I would say the former is better than the later. As for Light Speed, its comparable to Iron Arm or Warp Speed in terms of scope and cost.

Considering that for 1 WP you can Deep Strike, moving of 24 in a round for the same price seemed relatively fair, but I will raise its cost for 2 WP to make good.

@Kirotheavenger

I prefered to refer to Circles and Ring to avoid all possible form of confusion with the term units. Specificaly, I didn't wanted unit to be confused with Battle Clan.

I will put the unit specific rules in their profile and keep those affecting more than one unit in this one.

I did hesitated between the two. I will change it to Resurrect.

   
Made in gb
Battleship Captain





Bristol (UK)

Deep strike: Scatter, high risk. Cannot assault. Both massive drawbacks.
Your power is VERY similar to the Blood Angels power, which as I mentioned is WC2, 12'' move not allowed to assault. Compare it to that. 24'' move is REALLY far, that's instant first turn assault no ifs, no buts.

I don't understand exactly what are circles/rings/ battle clans.
My understanding of it was was that circles/rings are another name for units (with rings essentially being Imperial Guard platoons, which are considered separate units unless bundled together into one super unit) and battle clans are the detachments.
Is that correct?
Seeing as your models operate as models then units then detachments then factions from smallest to largest on the table top, speaking in those terms should make total sense (after all every other rule which will have to interact with your guys speaks in those terms).
   
Made in ca
Longtime Dakkanaut




 kirotheavenger wrote:
Deep strike: Scatter, high risk. Cannot assault. Both massive drawbacks.
Your power is VERY similar to the Blood Angels power, which as I mentioned is WC2, 12'' move not allowed to assault. Compare it to that. 24'' move is REALLY far, that's instant first turn assault no ifs, no buts.


I will put it in at 12' since a unit can indeed make a move in the movement phase (a thing I didn't take in consideration). It will still be allowed to charge, will cost 2 WC and affect only the caster and its unit. As such, its pretty much in line with Magnetokinesis except this specific Psychic Power can allow a 18' move and force a move of the enemy. It can also be cast on another squad which is a definite advantage.

BTW, Is it me or Boold Angel got the shaft on everyting. Wings of Sanguinous is a worse version of Magnetokinesis, Unleash Rage is much worse than Might From Behond (+1 S and Rage at 24 range), Shield of Sanguinous is worse than Forewarning (4+ invulnerable save to the entire squad at range 12) and Quickening is worse than Warp Speed. I guess that's one of the reason they are perceived as the poor man's Space Marines.

 kirotheavenger wrote:

I don't understand exactly what are circles/rings/ battle clans.
My understanding of it was was that circles/rings are another name for units (with rings essentially being Imperial Guard platoons, which are considered separate units unless bundled together into one super unit) and battle clans are the detachments.
Is that correct?
Seeing as your models operate as models then units then detachments then factions from smallest to largest on the table top, speaking in those terms should make total sense (after all every other rule which will have to interact with your guys speaks in those terms).


A Battle Clan is basicaly a Platoon

A Circle is a regular squad

A Ring is a smaller squad with a fixed number of unit

There are Circles and Rings within a Battle Clan.

PS: The Magma Dart is now range 12 since 4.5 inches was a bit wonky as metric for melta range. A few precisions were added in the Dvergar Foundries options and the cost in point of the Clan Wardens and Oathkeeper was augmented. A few adjustment were made to Warlord Traits and Twilightmancy.

This message was edited 3 times. Last update was at 2017/04/07 01:09:38


 
   
Made in gb
Battleship Captain





Bristol (UK)

epronovost wrote:

BTW, Is it me or Boold Angel got the shaft on everyting. Wings of Sanguinous is a worse version of Magnetokinesis, Unleash Rage is much worse than Might From Behond (+1 S and Rage at 24 range), Shield of Sanguinous is worse than Forewarning (4+ invulnerable save to the entire squad at range 12) and Quickening is worse than Warp Speed. I guess that's one of the reason they are perceived as the poor man's Space Marines.

No that's true :(

epronovost wrote:

A Battle Clan is basicaly a Platoon

A Circle is a regular squad

A Ring is a smaller squad with a fixed number of unit

There are Circles and Rings within a Battle Clan.

PS: The Magma Dart is now range 12 since 4.5 inches was a bit wonky as metric for melta range. A few precisions were added in the Dvergar Foundries options and the cost in point of the Clan Wardens and Oathkeeper was augmented. A few adjustment were made to Warlord Traits and Twilightmancy.

I'm still confused.
Rings: in 40k squads are units. Squad is the colloquial term used for unit in most codexs, such as marines. Other colloquial terms are Ork Mobs and 'Nid broods. Having a squad made up of units makes zero sense.
Unless you mean a ring is a small squad with a certain amount of models in it. If so, it's a unit. How many models it has is determined at army creation and should be irrelevant once on the table (at least in terms of what it's called).

Circles: So just call it a unit like every other rule in the game. How would powers that affect enemy units affect a circle?

Battle clans: Platoons don't exist on the table, they only exist in army creation. An IG player can, at the start of the game, choose to take each unit in his platoon and combine them together into multiple large units, or even one massive unit if he likes.
The platoon does not exist on the tabletop in that after that happens they function for all intents and purposes like separate units.
   
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@Kirotheavenger

Sorry about the above clarification I made a typo.

A Ring is a squad with fixed number of models (always 5 models no more no less)

A Circle is a squad with a nonfixed number of models (like from 5 to 15 for example)

A Battle Clan is Group specific Ring and Circle. In that regard they look like a Platoon. They are deployed simultaniously from reserve, but all component can act independantly from one another much like the Platoon. Unlike the Platoon though, they cannot combine and certain rules affect specificaly an entire Battle Clan. An Overseer can only issue Battle Calls to members of his Battle Clan. The Grand Protector can only affect his Battle Clan. Both their death affect the entire Battle Clan they were part of which.
   
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Bristol (UK)

epronovost wrote:
@Kirotheavenger

Sorry about the above clarification I made a typo.

A Ring is a squad with fixed number of models (always 5 models no more no less)

A Circle is a squad with a nonfixed number of models (like from 5 to 15 for example)

A Battle Clan is Group specific Ring and Circle. In that regard they look like a Platoon. They are deployed simultaniously from reserve, but all component can act independantly from one another much like the Platoon. Unlike the Platoon though, they cannot combine and certain rules affect specificaly an entire Battle Clan. An Overseer can only issue Battle Calls to members of his Battle Clan. The Grand Protector can only affect his Battle Clan. Both their death affect the entire Battle Clan they were part of which.

So a ring is just a unit then. You could a special rule which prevents ICs joining the unit if you like.
Otherwise the fact that it's exactly 5 models is only relevant when you're making a unit. For example a SM Command Squad is always 5 models but that has zero impact to distinguish them from say a Devastator Squad which is 5-10 models once you're on the table. Hell even in army creation the only difference is that Devastator Squads have the option to include another 5 models, Command Squads do not.

So a circle is literally just a unit then in every sense of the word.

Battle Clans are getting complex. Not even IG platoons have that kind of complex interplay.
Unless a Battle Clan is a type of formation/detachment, in which case that's perfectly normal. But there's no reason you couldn't refer to as a detachment.
If not, and they're just bought roughly like IG platoons (IE multiple units bought as a single slot) I would make a note/rule that says any rule affecting the Battle Clan affects all units within the Battle Clan.

Because you need to keep in mind that your fandex does not exist in a vacuum. Every other rule, every action, every everything operates in terms of units. So you should too.
   
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In My Lab

Alchemy

Spoiler:
Imbue Weapons is really damn good for a WC 1 Primaris, especially since it apparently stacks with itself.

Blessed Armor is also really good. It's like a weaker Veil of Time, but works at a range, unlike Veil of Time. Easily WC 2.

Repair Armor seems reasonable.

Transmute Ground should not last longer than one game turn-no malediction does, except a few from Interromancy.

Sear Weapons seems fine.

Incinerate seems fine.

Resurrect is gorram ridiculous. WC 3 to recover ALL LOST WOUNDS? That's fething crazy.


Twilightmancy (Needs a better name)

Spoiler:
Shadow Speed is really good. It basically gives Dunestrider and +1 attack, which would be WC 1... On the Psyker. As it is, it applies to a whole unit, so it's probably WC 2, especialyl as a Primaris.

Shadow Shield seems good.

Shadow Jump seems okay at WC 2.

Shadow Claw seems okay.

Light Armor is fine.

Searing Light is fine.

Light Speed is fine.



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@Kirotheavenger

You make a good point for the operative term of unit. While it might not be as precise as Circle and Ring within the codex, should you have allied forces it becomes problematic. I will change back most of the mention of Circle and Ring to unit and add a small disambiguation that will state that Circle and Ring are units.

@JNAProduction

For Imbue weapon, I added a precision that state that you can't stack it as I never intended it to be possible.

Blessed armor was indeed a it problematic. I would say that placing at WC 2 is a bit much considering that you can get a 4+ invulnerable save for WC 1 on an entire unit. Considering the extremely high armor save of the Dvergars its indeed a huge boon. I decided to limit it to range attacks and not close combat to mellow down things a bit.

I reduced the Resurrect WC 3 power to 2d6 wound recovered instead of all of them.

As for Shadow Spee, Might From Behond offers a bonus of +1 Strength and Rage at an entire unit within 24' for WC1. A bonus of 1 in attack and a boost of speed is pretty much just as good in my opinion. What makes it weaker than Might From Behond is the fact that it can only be casted on the psyker and any unit that she leadss at the moment. I would suggest +1 Attack and the Special Rule Hit and Run which is a bit weaker.

This message was edited 1 time. Last update was at 2017/04/07 16:09:54


 
   
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I just think rules should be in terms of units, it isn't just allies. In the shooting phase you target a unit with a unit, in the movement phase you move a unit and so on.
As in the Space Marine or the Ork or the 'Nid codexes you can call those units what you like (squads/mobz/broods) but treat them as units.

Also an important note on rage, it isn't +1 attack. It's +1 attack on the charge and as a Blood Angel player I can tell you, that makes a big difference.
   
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 kirotheavenger wrote:
I just think rules should be in terms of units, it isn't just allies. In the shooting phase you target a unit with a unit, in the movement phase you move a unit and so on.
As in the Space Marine or the Ork or the 'Nid codexes you can call those units what you like (squads/mobz/broods) but treat them as units.

Also an important note on rage, it isn't +1 attack. It's +1 attack on the charge and as a Blood Angel player I can tell you, that makes a big difference.


The name Ring and Circles will remain since they are the fluffy appelation of units, but rules will be modified to refer to units instead of those terms. Changes should be visible tonight or tomorrow, I don't have much time now. Shadow Speed confers the Special Rule Hit and Run instead of +3' on charge and movement since it's not as good (especially on Initiative 2 pounderous Dvergars, but quite so on Druccis which is fluffy and sensible since only Druccis can cast this psychic power). In that regard, Shadow Speed becomes better than the rather bad Blood Angel power and slightly worse than the OP Genestealer Power. What do you think?
   
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epronovost wrote:


The name Ring and Circles will remain since they are the fluffy appelation of units, but rules will be modified to refer to units instead of those terms.

That's exactly what I'm saying you should do

epronovost wrote:
Shadow Speed confers the Special Rule Hit and Run instead of +3' on charge and movement since it's not as good (especially on Initiative 2 pounderous Dvergars, but quite so on Druccis which is fluffy and sensible since only Druccis can cast this psychic power). In that regard, Shadow Speed becomes better than the rather bad Blood Angel power and slightly worse than the OP Genestealer Power. What do you think?

Seems reasonable.
Although I would say you should be erring on the side of underpowered, even if individually your things might not be OP, the improved synergies can mean they become so.
   
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The Codex is now completed with the addition of the Formations, Artefact and the official inclusion of the War Dragon as a Heavy Support choice. The price of a few units were changed, the Magmadroth Fire Breather now has the Tunneler Special Rule and a severe point increase. A few rules, most notably War Trophy and Might of the Ancient received some precision.
   
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Can I just say the Crawler is an amazing transport.
Open topped (which is great for a transport) and AV 13/12/13 is really hard to kill, like almost landraider level.
Similar to the Iron Chariot, although with that thing being half the cost for only 1 less AV I'd say that's a lot better.



   
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 kirotheavenger wrote:
Can I just say the Crawler is an amazing transport.
Open topped (which is great for a transport) and AV 13/12/13 is really hard to kill, like almost landraider level.
Similar to the Iron Chariot, although with that thing being half the cost for only 1 less AV I'd say that's a lot better.



Its indeed a very good transport, but it compares better to the Ork Battlewagon both in terms of armor and transport capacity.

The Iron Chariot greatest weakness is that it can only carry a single model of course.

Do you think they are correctly priced? Since I based the Crawler on the Battlewagon, I used it also as a reference for the cost.
   
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In My Lab

The Crawler compares incredibly well to the Ghost Ark.

It has ACTUAL Front Armor 13, even if its side is only 12, and it has the ridiculous Rear Armor of 13. That makes it immune to S6 or less melee attacks.

Its gun is pretty damn good-S5 AP6 is only so-so, but Rending makes it phenomenal with 5 shots.

It's open-topped, so you can both shoot and assault out of it, and can hold 15 people.

It's really, really fething good compared to the Ghost Ark, for 10 points more.

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 JNAProductions wrote:
The Crawler compares incredibly well to the Ghost Ark.

It has ACTUAL Front Armor 13, even if its side is only 12, and it has the ridiculous Rear Armor of 13. That makes it immune to S6 or less melee attacks.

Its gun is pretty damn good-S5 AP6 is only so-so, but Rending makes it phenomenal with 5 shots.

It's open-topped, so you can both shoot and assault out of it, and can hold 15 people.

It's really, really fething good compared to the Ghost Ark, for 10 points more.


The Ghost Ark is a skimmer if I'm not mistaken which is useful for a transport since you can pass over impassible terrain or difficult terrain. I will raise the price of the Crawler by 10 points to make it more balanced.

This message was edited 1 time. Last update was at 2017/04/08 23:36:43


 
   
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In My Lab

I did forget about Jink. That's definitely a point in the Ark's favor. But yeah, I could see it playtested at the new points value.

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Also, is there any reason for the rear 13?
All vehicles to date follow the formula of best/second best/worst.
The one exception being a FW artillery piece who has the gun facing backwards, to fluffwise the armour goes 10/11/12 I think, with a special rule saying attacks that would normally automatically target the rear armour (eg melee) instead attack the weakest (front) armour.
   
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 kirotheavenger wrote:
Also, is there any reason for the rear 13?
All vehicles to date follow the formula of best/second best/worst.
The one exception being a FW artillery piece who has the gun facing backwards, to fluffwise the armour goes 10/11/12 I think, with a special rule saying attacks that would normally automatically target the rear armour (eg melee) instead attack the weakest (front) armour.


As mentionned in the fluff for the Crawler, these tanks were designed for fighting underground in the fortresses and tunnels where Dvergar lived. Thats why they are long and narrow tanks. In a corridor, you can't turn around that easily which means you cannot pivot to protect your weaker rear armor while, due to little space, even in the labyrinthe of tunnels, attack on the flank are rare, much more rare than an enemy going around to attack you in the rear. Crawler were also design to be just as fast and maneuvrable in both direction. Its the Gila Monster of tanks. Its head look like its tail to better protect it. Its weak spot in ths the side. I will add special rule that makes close combat unit using the weakest armor instead of the rear.
   
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I think 11 might be better for the sides honestly. it would still have more armour than most MBTs but not be near landraider levels of though to kill.
   
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 kirotheavenger wrote:
I think 11 might be better for the sides honestly. it would still have more armour than most MBTs but not be near landraider levels of though to kill.


With long flanks, open top and side armor 11, it would be a field day to destroy it with the level of firepower deployed since the 5th eddition. Battle Wagons have the same issue of long flanks and average (12) side armor and they aren't all that tough to destroy. If the side armor was to be reduced to 11, I would be lowering the price of the vehicle by about 25-30 pts. This, on itself, isn't such an issue, but considering the Dvergar style of heavy armor slapped over even heavier armor, it would be a strange design choice in my opinion.
   
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A few formations (the Drucci and Torok one's) were reworked. The price of the Dvergar Warriors and Kinsmen were changed and the Evertar Gem nerfed a little bit. The Webeway portal cost was doubled and a new unit of cheap infantry was added: the Dvergar Dispossessed Circle. They are the cheapest unit in the codex and are made to be used as screen or flankers.

This message was edited 1 time. Last update was at 2017/04/12 04:10:52


 
   
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I added one more unit and the Ally Matrix was also added at the end of the Codex. A few new weapons were also added.
   
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New units, race and lore was added to the codex as well as several new weapons. I will not add anything new from then on. I'm still open and would greatly appreciate new suggestions, modifications, corrections and comments of course.
   
 
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